Scaling dungeon difficulty?

Scaling dungeon difficulty?

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Posted by: Mentalhead.5721

Mentalhead.5721

How would you feel if regular dungeons in both explorable and story mode had a mode that adds difficulty scaling similar to Fractals, so the more you play the dungeon it would get harder and harder in this mode? Higher dungeon level could give you more exp, coins, karma, or chance for better loot.

Any thoughts?

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Posted by: Inculpatus cedo.9234

Inculpatus cedo.9234

I don’t know. Would it be the same issue that Fractals had? Where people couldn’t find others of the right ‘dungeon level’ to play with? Maybe it would not be an issue once the new LFG tool appears.

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Posted by: Mentalhead.5721

Mentalhead.5721

You have a good point there, and LFG is a must have for this type of thing.
On the other hand, there shouldn’t be Agony in this mode, so low level players can join higher level parties if they are skilled enough.

Scaling dungeon difficulty?

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Posted by: Inculpatus cedo.9234

Inculpatus cedo.9234

If there is no barrier with ‘dungeon levels’, then what makes it different than the way it is now? I mean, as far as scaling goes? Does it scale to the lowest person’s level? The highest? How are the rewards calculated then?

How does the PUG know they are skilled enough if their level is low? Take them at their word? I am not sure how this would be administrated. (Sorry, it’s late, and I’ve not had much sleep.)

(edited by Inculpatus cedo.9234)

Scaling dungeon difficulty?

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Posted by: Mentalhead.5721

Mentalhead.5721

Hm…haven’t really thought about that…
Maybe there should be a dungeon level next to your character in the party or something like that.

Or maybe it should work exactly the same as Fractals, the person entering the dungeon sets the level, if your level is same or lower, you earn next level.

However I’m not the fan of agony since it requires some time to get it, but maybe it’s necessary for progression. Constant damage over time seems like a “cheap shot” for me at least.

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Posted by: Inculpatus cedo.9234

Inculpatus cedo.9234

There is no need for the Agony mechanic. I was just pointing out some of the questions that may come up as to how your suggestion would work. =) There are many things to consider when we think up ideas, and how each idea might affect other parts of the game. Ideas are always good to have, though. =)

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Posted by: Mentalhead.5721

Mentalhead.5721

I agree, to be honest I haven’t put much thought into this one, but it sounded like an interesting idea, so I posted this to get some feedback and ideas.

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Posted by: Inculpatus cedo.9234

Inculpatus cedo.9234

Unfortunately for you, it’s just me for feedback. =P Lol.

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Posted by: Mentalhead.5721

Mentalhead.5721

It’s okay, I do appreciate it

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Posted by: Inculpatus cedo.9234

Inculpatus cedo.9234

Happy to try to help where I can. =)

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Posted by: dekou.6012

dekou.6012

I think it’s a good idea, but they should rework the way difficulty scales. For example, instead of numeric scaling we could get a couple of difficulty levels, each with their own mechanics and hand-made adjustments. The main reason for this is that the game gets very gimmicky at high Fractal levels, with mobs doing so much damage they make many stats meaningless.

So, instead of simple and boring adjustements like “more hp” and “more damage” we could get more mobs, new special attacks, added conditions to old attacks, etc. It would require more work, but would make higher difficulties more fun and balanced.

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Posted by: Mentalhead.5721

Mentalhead.5721

I agree, I would like to see unique skills for enemies as you progress, but regular dungeons could use a bit of unique skills as well instead of more power and hp for mobs. It would be great if bosses could have some special phases in this mode, but before that happens the dungeons will have to go through a major overhaul.

Still, this mode could add at least some sort of progression once you hit lvl 80.

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Posted by: LordByron.8369

LordByron.8369

would be bad for the fragmentation of the community

Also fotm actually has really few mechanics…

As i say often i don t care if i get oneshot for 18.000 at lvl 26 or for 53.000 at lvl 80
Nor i care if boss has 20 stacks of defiant or 200…..

GW2 balance:
A PvE player is supposed to avoid a 1-2 second 1 shotting aoe.
A WWW player is considered uncapable of avoiding a 5,75 second aoe for half his health.

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Posted by: Science.6709

Science.6709

During early development, I remember reading that dungeons were going to scale. Solo dungeons! Do them with one or two of your friends! Different every time! Stuff like that.

Of course this was also back when it was going to be a “grindless” game, so…..dungeons quickly became srs bsns.