Thinking back on raids, from the days before the raid tool, to the mega 120+ people fulling out the raid tool multiple times during PoP, to Augment raids of 24 and various sizes during DoN, 36 man Hard Version of SoD and the Crushbone Hardcover Heritage and the 12 man group missions that pop up from time to time we have seen many ideas for raid content and raid size which has been cool and fun. Since GoD the standard raid size has been 54 players. On one hand the raid size limit has served us well and there are a few guilds who can maintain that number with some bench for decent portions of the year. These guild can often run dual raids to increase their loot and flag rates for a multitude of reasons. On the other hand many other guilds struggle to replace members and only rarely manage to get a full raid. When they do it also doesn't mean they will beat the content due to a variety of reasons be it skill or composition or just member event familiarity. When these guilds fail members often just quit since moving servers doesn't appeal to them for whatever reason, and breaks up what was left of their guild community between whatever guilds are left on the server. Guilds aren't able to sustain an involved buffer in these situatuons with the influx. I'd like to see raids designed with 42 in mind, with the option of over filling to some other cap so a guild can zerg content if they want to dilute the loot distribution. With a reduced force averaging 2.5 member per class is easier to balance around. The maximum synergistic potential difference is huge with 54 RoI players versus the mid 40s low end guild. We want players engaged, and rewarded with commiserate levels of effort. If a top guild wants to plow everything for server wide first then split raid after more power to them. Reality is I'm not really asking for a change per se, since raids are already designed to be completed with less than 54 people as evidenced by the number of players that can beat the events in top guilds. I just feel that getting to the 54 necessary for an average raid to make progress is becoming increasingly difficult and requires a huge effort in recruitment and training.