So I said this in the PvP thread but I really want people to either disagree or not, so here is its own thread. I was thinking that if the entire game, Classic through Luclin (and maybe PoP if necessary) could have some mixture of adding a flat, across the board hit point increase to mobs, give all mobs an ATK bonus, raise their damage caps, etc. This would apply to both regular mobs AND raid mobs. Here are the benefits I think would occur: It would take longer for players and guilds to reach raiding capability. I believe this would spread out the points in time at which guilds reach raid capability, and would reduce pressure, at least in the initial weeks of the server. At the very least it might result in only one guild executing the first Naggy/Vox kill without a DPS race. The increased danger from mobs hitting harder, the higher hit points requiring an additional nuke cast, etc, would result in more support classes being played - the need for slow, enchanter crack, and so on. Following that, DPS racing should be a less viable tactic, even if only 1% less viable. On raid mobs specifically, it should take more players to win encounters (or perhaps more accurately, it would restore the numbers of players needed to somewhat closer to what it took in Classic). This could result in each individual guild taking on more members. Taken together, I think that this might relieve some of the pressure points the server is likely to face in a non-invasive way (i.e. people don't directly perceive that the increase difficulty is helping in this way). Could also be combined with other non-instancing solutions for intensive effect. I realize it might affect Live, but come on Daybreak. Most people on Live probably powerlevel, and who you gonna favor? A few random people that play Live but voluntarily restrict their progression, or an entire server of players?