Reworking the gating in FoTM

Reworking the gating in FoTM

in Suggestions

Posted by: pixelrevision.5192

pixelrevision.5192

A good change would be to set the difficulty slider to be based on the highest level completed by a player instead of the lowest. The variant levels people are already doing on this thing is just nuts and it REALLY starts penalizing players with less playtime on both sides of the fence.

In it’s current implementation it doesn’t matter how good of a player you are or how well you know your class, if your guildies reach level 15 this week and you are not playing you really are stuck with 2 options:

1) Convince 4 other people in your guild that it is worth their time to do 14 runs (at 1-2 hours each) of the dungeon with lower rewards and less challenge with no option to progress.
2) Try and find a pug (with no global lfg options) and hope you can find 4 more people with the same level as you have who all can commit to a 2 hour run.

It seems logical to me that the weak link in a group should be pushed out based on not being able to contribute enough to the current level of difficulty.

Reworking the gating in FoTM

in Suggestions

Posted by: GrapeGatsby.6937

GrapeGatsby.6937

I think a global lfg system would solve this without having highest player being the standard for the difficulty. The only reason someone would want to go into higher difficulty without doing lower difficulty is not for the fun factor of the dungeon because it’s the same fractals at higher difficulty, but to get loot that they did not work for by progressing through FotM.

Reworking the gating in FoTM

in Suggestions

Posted by: pixelrevision.5192

pixelrevision.5192

I think a global lfg system would solve this without having highest player being the standard for the difficulty. The only reason someone would want to go into higher difficulty without doing lower difficulty is not for the fun factor of the dungeon because it’s the same fractals at higher difficulty, but to get loot that they did not work for by progressing through FotM.

You may be right. Honestly it seems like many of their philosophies are just kinda colliding. They want us to work together as a core team and build a community so no LFG tool (I like this one for better or worse). Now we’ve got stats to chase, but I’m kinda doubting most guilds have setup organized progression nights like you would in a game with gates like this.

Overall I think this content was setup to be inclusive in the sense that you can run it and enjoy it at the difficulty level you can push yourself through. At the moment though there really lacks a clear direction of how to go about that.