The problem then becomes people finding ways to game that system. How do you quantify the loss of a single dps or healer? At some point guilds will find that it will be better to drop a dps or healer because the total raid hps or dps will go up because of the buff.
Well this was more a very simple example of the type of measure that would help out the struggling 25man groups. The point I wanted to make is that just simple incentives aren't the issue here. The issue is that 25man guilds are falling apart, and this is the main reason: not being able to regularly fill a raid that has proper composition.
Obviously you'd need something to make sure that the non-struggling can't use it as a tool that gives too much of an advantage.
You could make the system compensate, if you get +10% healing from being short a healer, you could also lose 2-3% total dps.
Yeah I want to agree with everyone who says this makes handing out loot a pain. It's just a headache for officers to hand out the bonus items. Instead give us the token that lets us upgrade an existing item, similar to the firelands item upgrades?
And also yes, please separate achievements.
Yeah these are exactly right, but it's still hard to quantify it correctly. I would like to see more interesting rewards for 25 mans. Personally I don't think you can reward one with out alienating the other.
I would personally like the higher ilvl over all in 25 mans back but that doesn't fully fix the issue either when keeping 10 vs 25 man in mind.