Dungeon Difficulty Scaling
One thing we have noticed in our little dungeon running group is the higher level the dungeon is the easier it is to run, even when the wife and I try to duo them. The current scaling they have for players seems to be out of whack so it would be nice if they would look at that first.
I think the current dungeons need to be reworked, but here’s my opinion of dungeon difficulty scaling.
When designing dungeon mechanics, you have to design it for either a single player or a group. Dungeons that are for 1-5 players cannot have complex mechanics because it has to account for the fact that a single player does not have support from others like revives/heals/cleanses/combo fields. As more players are added, you can only increase the health and damage of enemies. This can turn into dungeons into simple tank and spanks. An example would be the two lovers in AC story mode. They get stronger when both are closer together. You need to split the group up and kite them apart which can’t be done solo. Now I’m not saying that a very skilled and well geared player couldn’t just ignore the mechanics and brute force it, but it would defeat the point of making it a little easier for solo players to run dungeons.
Yes. If fractals scale infinitely, why not dungeons?
Also party size from Solo to 10.
I loved the scaling instances in other mmos. I could not only run them in different scenarios but I could also play alone when I couldn’t find a group.
(edited by Harbard.5738)
I’ve noticed that in the Heart of Mists, several practice profession npcs in the Fallen Halls of Glory have dodged several of my attacks. Giving this dodge mechanic to other monsters, and especially in dungeons, can help give many seasoned players more of a challenge. Thus monsters can be scaled to change their level of challenge that depends upon the number of players fighting them in dungeons and in the open world.
For example, dungeons can be given different ‘modes’ like medium mode where specific monsters are able to dodge x number of attacks, and hard mode where they are able to dodge 2x number of attacks (or another number of dodges). I think giving more monsters the ability to dodge like those npcs in HoM can greatly enhance the level of challenge when fighting monsters almost anywhere monsters are found in the game.
Guild Wars 2 needs a Public Beta Environment
(edited by buckeyecro.9614)