This came up in another thread, courtesy of
@mcjenkins. Here is what was written so far:
Quests:
Raids:
When it comes to raids, i feel its most important to make sure each boss compliments a certain classes abilities, just to make the player feel more important as well as not making them feel like they're playing an under-powered class, especially if they spent so much time creating that single character.
That kind of thing usually results in class-stacking, which as someone who has done progression raiding in both GW2 and WoW, is NOT a good thing. But then again, that's one of the biggest challenges for developers when it comes to class balancing and raid design. Make the classes too similar and players complain that all the classes are the same. Make the classes too unique and you get class-stacking on difficult encounters and players complaining that they can never get into groups because of the class they play.
in regards to class stacking like that, there should be a sort of lockout mechanic, kinda like you can only enter that raid with the same players from when you started it that week, with a few swaps. This way they wont want to class stack for just ONE boss in the raid. Also i don't thinks "pugs" should exist when it comes to raiding anyways, further making this a possible solution.
EDIT: To answer this argument, I would like to point out that a lot of guilds and raid teams have a variable roster. Let's say your guild raids on a Monday, Tuesday and Friday evening, but one of your raiders can only raid on a Tuesday and Friday. Depending on which day the raids reset, under your proposed system they might not be able to raid any of those days without gimping their raid team. Not only that but real life happens, and gets in the way of raiding. I've had times where I've been down to raid one night and then got called to work extra hours so I had to miss the raid. If this were to happen my guild would either have to cancel the raid completely or try to progress with 1 less person.