Smaller group dungeons
Mini-Dungeons are already in the game.
It’s also possible to 3-man the current dungeons if you work as a tight-knit team.
Time is a river.
The door is ajar.
Mini-Dungeons are already in the game.
It’s also possible to 3-man the current dungeons if you work as a tight-knit team.
Mini-Dungeons aren’t really a substitute for what I’m suggesting – they’re much shorter than a real dungeon and the rewards are so minimal there’s almost zero incentive to repeat them. And yes I have completed dungeons with under 5 people, but it was more difficult and took longer.
To be clear, I’m not saying dungeons need to be smaller/shorter/easier to complete. I’m saying there should be a dungeon designed for a smaller party that requires just as much skill/time/effort per party member. Maybe with slightly lesser rewards – like 40 tokens instead of 60, but more than just a couple of greens.
I appreciate your response.
Suppose they could always scale the current dungeons:
3 people – 40 tokens first run
4 people – 50 tokens first run
5 people – 60 tokens first run
Time is a river.
The door is ajar.
Suppose they could always scale the current dungeons:
3 people – 40 tokens first run
4 people – 50 tokens first run
5 people – 60 tokens first run
This is a good idea. Certain encounters would need to be overhauled, but in general I would gladly settle for having the existing dungeons scale to the number of people in the party, even with slightly disproportionately lowered rewards.
(edited by Geniekid.2645)
This is a good idea. Certain encounters would need to be overhauled, but in general I would gladly settle for having the existing dungeons scale to the number of people in the party, even with slightly disproportionately lowered rewards.
They could always take a leaf out of the Fractal system, where the higher you go, additional mechanics are added:
- 3 people : Mechanic X
- 4 people: Mechanic X + Y
- 5 people: Mechanic X, Y + Z
Time is a river.
The door is ajar.
This is a good idea. Certain encounters would need to be overhauled, but in general I would gladly settle for having the existing dungeons scale to the number of people in the party, even with slightly disproportionately lowered rewards.
They could always take a leaf out of the Fractal system, where the higher you go, additional mechanics are added:
- 3 people : Mechanic X
- 4 people: Mechanic X + Y
- 5 people: Mechanic X, Y + Z
Another good idea. This would undoubtedly be harder to design and implement than simple DPS/HP/#-of-mobs scaling, but ultimately it would be more coherent with the design philosophy that dungeons shouldn’t always be built around a 5 person party.
Well, they’re revamping encounters anyway.
So design the mechanics around 5 players, and then take away to balance against 4 and 3 player-groups.
Time is a river.
The door is ajar.