I noticed something today. With the exception of Tempest Spine, I rarely see a level-appropriate group posted for raids. I've certainly seen a few that quickly disband, but only roughly once a week do I see a group formed at level that actually fills. This is in stark contrast to Tempest Spine, where you can see a level appropriate group up regularly. Credit where it is due, a significant contributor is TS being a f2p raid. However. 3 day timers on a raid essentially mean that once run, a character will have outlevelled the raid well before they come off timer.
This feels off to me for several reasons. The percentage of runs being done at level make a small fraction of the completions. Effort put in towards balancing the raid to be an entertaining challenge is wasted. We simply rock up with over level characters and crush it when we want to work towards our shinies, because that is the path of highest success frequency. This is the antithesis of the philosophy of awarding better loot for more challenging completions.
I propose that changing the way raid timers work would encourage more players to play these raids at level. I propose that raid timers should not be applied (or at the very least vastly reduced to, say, 1 hour) when a player completes a raid within its bravery range.