Raid bosses level-capped to the number of challengers?
Not a question, really, but I think that raid bosses should be level-capped according to the number of players facing it. It's impossible for most people to have a decent gathering of challengers in a lobby unless you live in a fairly-sized city and happen to be there at the right time (spoofers don't count). So, I think that it would be much more viable for most players and soloists to be able to beat a boss at the expense of having it being a much lower level. I wouldn't mind obtaining a level 1 Lugia if I could at least have a chance at making it past the fight into the actual catching part of the raid. Heck, give it awful IVs if you want, I just want a fairer chance at completing my Dex in a buggy mobile game.
Answers
I have always advocated that raids should scale with the number of people in it.
Firstly, the level of the raid dictates the ease of battle.
Then the number of players should dictate the total strength of the boss.
So a lvl1 raid would be easy to solo for nearly anyone...while a lvl3 solo would require a decent team but not optimal...lvl4 needs a team of all lvl30 mons with decent movesets...lvl5 requires a max'd team of the best in slot.
This way, everyone could aim to have the best of the best and solo all raid bosses.
Then as more players join the team, the boss should scale up. So perhaps increases by 75% (not double) when it is a duo team, and then the boss gets a little stronger with each player added (diminishing returns), until it reaches it's peak strength, against a 10 man team.
This would mean that it is still optimal to have larger groups, but doesn't lock anyone out of raids.
It would give players something long term to aim for, and would ensure that the solo players, or less populated areas are not completely locked out of high level raids.
And, it would still encourage group play, as the more players you have, then the easier the boss is to defeat.
The way it is, there are dedicated players with optimal teams, with a lot of effort put in to creating an attacking force, that simply can't access legendaries, or even lvl4 raids, because for whatever reason they can't find a team big enough.
While casual players with no effort, in more populated areas are able to leech kills in teams where there are enough players to take it down. Simply showing up will get them a chance at a catch.
Encouraging group play doesn't need to be at the expense of all solo players everywhere, nor does it need to punish those that don't have a strong enough player base in their neighbourhood.
...and raids should encourage all players to continue to build their pokemon team. The way it is, even if you build the team it isn't enough, for others there is no need to as they will get everything easily.
Your success shouldn't be so dependant on others.
if you bothered to read my waffle I applaud you