10 Man dungeon

10 Man dungeon

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Posted by: Cradorell.3941

Cradorell.3941

Im running a big PvE guild. And we are always struggling for things to do. Personally i would love to see a 10 man dungeon and the other members have said this aswell.

Just wondering what everyone else thinks about this!

Thankyou for reading this!

Óne Pulse – OP – Raid Leader

10 Man dungeon

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Posted by: Dakiaris.2798

Dakiaris.2798

I don’t see this happening without the trinity…. The mobs would need to be boosted to a point that they would 1 shot anyone but a 100% tank build guardian/warrior and you would need 1-2 fully healing/support specced eles/engineers…. I just don’t see that as something they would wanna do… Nor would it be that fun due to the lack of taunt…… They might be able to pull it off if they do something like the deep/urgoz from gw1 but those dungeons only seen play from the very very hardcore due to it requiring 12 players and a ton of coordination and a tank/healer.

10 Man dungeon

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Posted by: Voonith.2561

Voonith.2561

I see the balance issues here but I would like 10-person parties for open world PvE -_-

All’s fair in love and Wuv.
[ART] Gate of Madness

10 Man dungeon

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Posted by: Ari Kagura.9182

Ari Kagura.9182

It might be interesting. My small guild ran into the situation for the first time where more than 5 people wanted to run dungeons with each other at the same time. It was quite a dilemma that involved one person being left out … and it usually sucks to be the one that got left out.

A 10-man raid would be nice, though I think there should be some flexibility. For instance, a dungeon that would up- or down-scale itself depending on how many people are in it. It could work in a similar way how the scaling for Dynamic Events work. Each encounter that takes place in that dungeon would become more interesting with more people, but if guild members have to leave mid-way through the dungeon, the dungeon could scale down a bit.

Also, since there is no tank or healer, there might be quirks and gimmicks to compensate. For example, let’s say there’s a raid version of Ascalonian Catacombs. Where most 5-man groups generally don’t use the cannons during the Ghost Eater encounter, the fight could be tuned so that three people must be on the cannons at all times when fighting the raid version.

“I control my fate!” — Claire Farron
I am Fleeting Flash, in-game dungeon cosplayer of Reddit Refugees [RR] .

(edited by Ari Kagura.9182)

10 Man dungeon

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Posted by: CapN Biku.6024

CapN Biku.6024

They could just give them more health and not boost their power. That would still make it challenging, since they would take longer to kill and still do quite a lot of damage, without making it feel impossible because you die all the time.

10 Man dungeon

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Posted by: Theory.4105

Theory.4105

They could make 10 man dungeon with different objectives that would require 2 separate groups at the same time. Each group would have their own objective that should be completed in particular time frame. That would open the door to open, where group would regroup and face the boss. In the boss room there would be different levers, traps that would make boss die faster. Maybe even a jumping puzzle, that one member could finish to get super weapon that steals bosses hp or something.
When cooperation isn´t needed as much in 5 man as some people want, 10 man dungeon could offer a lot of different possibilities for different kind of gameplay.

10 Man dungeon

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Posted by: Galphar.3901

Galphar.3901

I’d like to see them bring back their 8-man and 12-man Elite Missions/areas from GW. Fow, UW, Sorrow’s Furnace, Urgoz’s Warren, The Deep, and DoA were some of the reasons people still played GW after 8 yrs. If they added some Elite Dungeons like these with hard to find weapon skins it would go a long way to retaining the population and probably bringing back some that have already left.