Why not scale based on # in party?
It’s a lot more work to set up multiple scales beyond what we already have. It multiplies the amount of design & implementation issues that need to be addressed, not to mention testing, troubleshooting, and fixing that has to happen when they get something wrong.
Personally, I’d rather see more fractals released more often with more revisions (e.g. revamped swampland) than see the devs spend more time on the existing instances to balance them for larger parties.
Considering all of them can be done easily with 1-2 people. I don’t think this is necessary.
If your group is full of bad players that struggle to complete even 5 man content, or dungeons with 2 people, then the problem isnt the content.
I can finish most dungeons with 1 other person in 8-10mins per path excluding arah. Why would they need to scale down for example, if they are that simple? If anything I’d argue for making the 5 man versions harder than current. Because they are just too easy.
(edited by FrostDraco.8306)
@FrostDraco: I think the OP is asking for the purposes of being able to play with 6 others, not because they think it’s too difficult. In effect, an 8-person fractal would be harder than the current 5.
Raid would be a fair choice wouldn’t it? They are 10-man instances content. OP now only needs to look for 2-3 more to join their group.
- doranduck, 2016 on Lore in Raids
Because of how boon and buff sharing works, scaling with players is very complex.
Content Programmer
The others have highlighted mostly why we don’t do this. It’s a lot more work, taking precious time away from new fractals, systems, and rework, and it blurs the definition of fractals. I agree it would be super neat to also scale difficulty with party size in a way, but I don’t ever see that happening based on our backlog and the reasons stated above.