Dungeon's 'Recommended Players: 5' opinions.
I’ve always said that dungeons should scale for up to 10 players. I dislike having to exclude even 1 guild member from a dungeon run simply due to time of day.
Dungeons do actually scale based on players. Kind of. Bosses definitely do. They have much less hp with 1 player than 5. Unfortunately the normal monsters still have gobs of it ;__;
(for those curious about the less hp with 1 player thing. Go load up the aquatic fractal and fight the jellyfish. Lure him into the lightning with 5 players, record how very little his hp bar moved. Now reset the fight and go in solo and try it, he takes way way more if there’s only 1 person in the room. It’s probably the most noticeable example I can think of.)
Dungeons do actually scale based on players. Kind of. Bosses definitely do. They have much less hp with 1 player than 5. Unfortunately the normal monsters still have gobs of it ;__;
(for those curious about the less hp with 1 player thing. Go load up the aquatic fractal and fight the jellyfish. Lure him into the lightning with 5 players, record how very little his hp bar moved. Now reset the fight and go in solo and try it, he takes way way more if there’s only 1 person in the room. It’s probably the most noticeable example I can think of.)
Pretty sure dungeons don’t scale due to parties. What you are experiencing could be two things. You are on a different fotm level. But if you are on the same fotm level. You probably have better control over luring the jellyfish to electric cages, which do the most damage to the boss thus making it more effective than a party of 5 which aggro the boss away time to time if not coordinated well.
Also @OP, dungeon scaling is a good idea, but the way they were currently designed—-it’s not possible. They may add newer dungeons comptabile for scaling but redesigning a lot of paths currently would just be too time-consuming.
Master of all Professions
sPvP Rank Dragon – 8 Champ Titles – Ruby Division
“I know this is a lot to ask of Arenanet but I would extremely appreciate it if they implemented this function so I can get my dungeon gears easier.”
Well, getting dungeon gear is already very easy as it is. No need to make it even easier.
I like the idea of dungeon scaling.
It would be convenient to run a dungeon with two or three friends who play the same time that I play. As a casual player I prefer to spend my time in game playing and less time finding or filling a group.
Fire Tooter wasn’t asking for it to be made easier, just that it could scale to the number of people in the group.
At first I thought this would be counterintuitive to Arenanet’s desire to encourage more social interaction and therefore probably never be implemented.
But, it would encourage people to invite friends to play the game, have agreed upon times for dungeon crawls, maybe a deeper longer commitment, closer knit, more dependent on each other, like raids used to be.
I would find it more enjoyable. I am sure there are a lot of small groups of people out there like ours. If one of your friends can’t make it this evening you can still go with the rest of your party and enjoy the dungeon.
I don’t want it to be easy. I love a challenge. Figuring out the best tactic to complete a task is half the fun and gives you a sense of accomplishment.
I just get disgusted with elitists who think everything is easy because they have a lot of free time to devote to the game. Groups only want experienced people or certain classes.
Scaling to party size would be nice. One of the things I liked about GW1 was that I could fill open slots with heroes (NPC players). I would sometimes be playing with 2-3 friends for an 8-person instance, and the heroes would be decent enough to help us through the content. Unfortunately, because GW2 has dynamic combat, heroes would be ineffective (dungeon NPC is bad enough).
Lol, good point. You get two Trahearne’s as NPC’s to fill your group.
Dungeons do actually scale based on players. Kind of. Bosses definitely do. They have much less hp with 1 player than 5. Unfortunately the normal monsters still have gobs of it ;__;
(for those curious about the less hp with 1 player thing. Go load up the aquatic fractal and fight the jellyfish. Lure him into the lightning with 5 players, record how very little his hp bar moved. Now reset the fight and go in solo and try it, he takes way way more if there’s only 1 person in the room. It’s probably the most noticeable example I can think of.)
Pretty sure dungeons don’t scale due to parties. What you are experiencing could be two things. You are on a different fotm level. But if you are on the same fotm level. You probably have better control over luring the jellyfish to electric cages, which do the most damage to the boss thus making it more effective than a party of 5 which aggro the boss away time to time if not coordinated well.
Also @OP, dungeon scaling is a good idea, but the way they were currently designed—-it’s not possible. They may add newer dungeons comptabile for scaling but redesigning a lot of paths currently would just be too time-consuming.
Nope. Bosses totally have less hp when you have less people. Go try it out before being dismissive please. The jellyfish was just the best example, because the damage is the same from the lightning which lets you see the biggest impact. But you can totally go try it on any dungeon boss.
It’s the same principle inside and outside of dungeons. Veterans or higher have more hp when more players are nearby. Thus, with only 1 person in the dungeon, bosses will have less hp than if there were 5 people next to them.
Dungeons do actually scale based on players. Kind of. Bosses definitely do. They have much less hp with 1 player than 5. Unfortunately the normal monsters still have gobs of it ;__;
(for those curious about the less hp with 1 player thing. Go load up the aquatic fractal and fight the jellyfish. Lure him into the lightning with 5 players, record how very little his hp bar moved. Now reset the fight and go in solo and try it, he takes way way more if there’s only 1 person in the room. It’s probably the most noticeable example I can think of.)
Pretty sure dungeons don’t scale due to parties. What you are experiencing could be two things. You are on a different fotm level. But if you are on the same fotm level. You probably have better control over luring the jellyfish to electric cages, which do the most damage to the boss thus making it more effective than a party of 5 which aggro the boss away time to time if not coordinated well.
Also @OP, dungeon scaling is a good idea, but the way they were currently designed—-it’s not possible. They may add newer dungeons comptabile for scaling but redesigning a lot of paths currently would just be too time-consuming.
Nope. Bosses totally have less hp when you have less people. Go try it out before being dismissive please. The jellyfish was just the best example, because the damage is the same from the lightning which lets you see the biggest impact. But you can totally go try it on any dungeon boss.
It’s the same principle inside and outside of dungeons. Veterans or higher have more hp when more players are nearby. Thus, with only 1 person in the dungeon, bosses will have less hp than if there were 5 people next to them.
Or, try not being very hasty and read the gw2 wiki, http://wiki.guildwars2.com/wiki/Dungeon
It says it does NOT scale. Whatever your are experiencing is either a bug or a placebo effect. And I have done AC exp p1 solo with kohler, gravelings, and spider, it has not changed.
Master of all Professions
sPvP Rank Dragon – 8 Champ Titles – Ruby Division
Dungeons do actually scale based on players. Kind of. Bosses definitely do. They have much less hp with 1 player than 5. Unfortunately the normal monsters still have gobs of it ;__;
(for those curious about the less hp with 1 player thing. Go load up the aquatic fractal and fight the jellyfish. Lure him into the lightning with 5 players, record how very little his hp bar moved. Now reset the fight and go in solo and try it, he takes way way more if there’s only 1 person in the room. It’s probably the most noticeable example I can think of.)
Pretty sure dungeons don’t scale due to parties. What you are experiencing could be two things. You are on a different fotm level. But if you are on the same fotm level. You probably have better control over luring the jellyfish to electric cages, which do the most damage to the boss thus making it more effective than a party of 5 which aggro the boss away time to time if not coordinated well.
Also @OP, dungeon scaling is a good idea, but the way they were currently designed—-it’s not possible. They may add newer dungeons comptabile for scaling but redesigning a lot of paths currently would just be too time-consuming.
Nope. Bosses totally have less hp when you have less people. Go try it out before being dismissive please. The jellyfish was just the best example, because the damage is the same from the lightning which lets you see the biggest impact. But you can totally go try it on any dungeon boss.
It’s the same principle inside and outside of dungeons. Veterans or higher have more hp when more players are nearby. Thus, with only 1 person in the dungeon, bosses will have less hp than if there were 5 people next to them.
Or, try not being very hasty and read the gw2 wiki, http://wiki.guildwars2.com/wiki/Dungeon
It says it does NOT scale. Whatever your are experiencing is either a bug or a placebo effect. And I have done AC exp p1 solo with kohler, gravelings, and spider, it has not changed.
The wiki is edited by users just like us. They are not omniscient beings as much as they would like to be (would make editing a heck of a lot easier o.o)
When you solo AC, you may not notice the change simply because you deal less damage than a full party does. Which is why I suggested you try it with the jellyfish (as the lightning damage is a constant)
Again, please dont dismiss things because someone else has told you they’re false, and your very uncontrolled tests say the same thing. ;__;
Dungeons do actually scale based on players. Kind of. Bosses definitely do. They have much less hp with 1 player than 5. Unfortunately the normal monsters still have gobs of it ;__;
(for those curious about the less hp with 1 player thing. Go load up the aquatic fractal and fight the jellyfish. Lure him into the lightning with 5 players, record how very little his hp bar moved. Now reset the fight and go in solo and try it, he takes way way more if there’s only 1 person in the room. It’s probably the most noticeable example I can think of.)
Pretty sure dungeons don’t scale due to parties. What you are experiencing could be two things. You are on a different fotm level. But if you are on the same fotm level. You probably have better control over luring the jellyfish to electric cages, which do the most damage to the boss thus making it more effective than a party of 5 which aggro the boss away time to time if not coordinated well.
Also @OP, dungeon scaling is a good idea, but the way they were currently designed—-it’s not possible. They may add newer dungeons comptabile for scaling but redesigning a lot of paths currently would just be too time-consuming.
Nope. Bosses totally have less hp when you have less people. Go try it out before being dismissive please. The jellyfish was just the best example, because the damage is the same from the lightning which lets you see the biggest impact. But you can totally go try it on any dungeon boss.
It’s the same principle inside and outside of dungeons. Veterans or higher have more hp when more players are nearby. Thus, with only 1 person in the dungeon, bosses will have less hp than if there were 5 people next to them.
Or, try not being very hasty and read the gw2 wiki, http://wiki.guildwars2.com/wiki/Dungeon
It says it does NOT scale. Whatever your are experiencing is either a bug or a placebo effect. And I have done AC exp p1 solo with kohler, gravelings, and spider, it has not changed.
The wiki is edited by users just like us. They are not omniscient beings as much as they would like to be (would make editing a heck of a lot easier o.o)
When you solo AC, you may not notice the change simply because you deal less damage than a full party does. Which is why I suggested you try it with the jellyfish (as the lightning damage is a constant)
Again, please dont dismiss things because someone else has told you they’re false, and your very uncontrolled tests say the same thing. ;__;
I have no idea what you are talking about. I do less damage because I’m the only one—and there’s no one to add more dps. Jellyfish is a bad fractal to use because the more you expose it to electricity, the more damage it takes regardless of party size. I am just going to wait for a dev response if they ever come by because this is pointless to argue about anymore.
Master of all Professions
sPvP Rank Dragon – 8 Champ Titles – Ruby Division