as you guys are aware by now, most DE’s in the game are exceptionally easy. we’re only seeing fail conditions if the players arent present. with decent groups, even if small, DE’s cant fail.
i was just doing a DE in Lornar’s Pass defending an NPC’s house from waves of mechataurs. we were stomping them before they could reach the house. i noticed one thing: every wave was the same, with the later waves simply spawning more mobs.
wouldnt it be cool if a DE took into consideration the rate of clearance, and rate of players’ health pool loss, and adjusted accordingly? say if our health bubble is full all the time and we’re stomping each wave in under 10 seconds, shouldnt the subsequent wave have more HP, hit harder or contain mobs with advanced tactics? is this feature already built into DE’s, and if not, is it possible to implement?