As I've said before, throughout Wrath I was a hardcore raider in a 25 man guild running hard and heroic modes. I am all too aware of the problems we faced as a 25 man guild back then. We all had to pay REAL MONEY to transfer realms in order to get recruits to give us the outputs required for 25 man HC.
We felt compelled to run 25 man as that was where the largest upgrades could be obtained and the frustration I felt in trying to find decent players to fill those spots (the realm just didn't have enough A grade players to satisfy the number of people wanting to raid 25 HC) was partly what caused me to quit as I was sick of wasting my time. I wasn't prepared to make those commitments purely to end up being mediocre and average simply because there weren't enough quality recruits. Too many good players were fragmented across too many long standing guilds and consolidating was simply not realistic as these were long established guilds and people had strong team bonds.
Look what i found here, it seems i hitted a button and i am glad i did.
Look, today system is no different in that aspect than back then.
Check wow progress, you will find a gazillion of average 10s. You know, as it was back then, in most of those average teams, there are a couple of decent, or ever great players.
The think is though, that as old average 25s had their "dead lift", the same goes on with today 10 man teams.
The only ones that were really benefited from the change were those people, that actually put progress above teaming up with people, and loot ofc.
Those people did as you said.
They kicked the "bads" so hard and made their "niche" 10.
And if you want my opinion, that, excluding customers from end game, no matter if they re bad, is a BAD GAME DESIGN!
You are advocating how everyone should be able to see all content, as if this is not a game, but a movie, that ALL should see the end.
Yet, you would kick the "bads" so hard if you knew earlier about the changes and keep raiding heroics right?
You understand ofc, that according to your logic, regarding "all experiencing content", to have the ability to EXCLUDE people, without REPLACING them with other people, is fail design right?
The traditional path of average teams to improve, size is irrelevant to that, is to find a way to improve worse players and given the chance, to replace them if they dont improve.
What Cataclysm raiding model did, was to encourage better players JUST TO GET RID, of worse than them players.
And that my dear troll is "niche".
Not the 25s, that were forced to recruit less than average players (according to their team average) to reach the "magic 25".
That is not "niche", it is inclusive and expanding.
That is why WAY more people RAIDED ICC than Firelands and DS even, taking LFR out.
10 man strict raids, is exluding, thus it is more "niche" and more "elitist" 25s ever were!
You re really confused on the matter, take some distance and review the data again.