Showing Posts For Black Shadow.7489:
I agree completely with the idea of scaling but in a bit of a different way.
We can all agree that the different classes help to create essentially an elite of an individual’s personal style of gameplay (not saying they don’t still need some work) ie guardian-tank, warrior-dps, and etc. Having a dungeon or even elite mobs in events for that matter scale only to the class would leave the issue still of them being ridiculously overpowered in terms of health and thus be a long, boring, and largely difficult grind to defeat unless you are in a large group of people in which case it becomes too simple and thus defeats the purpose entirely. Therefore i think in order to eliminate the need for waypoint rushing to defeat bosses/clear dungeons, zerging to tackle large enemies, and the long boring grind to even scratch their health if you are in a smaller group or alone the dungeons and bosses whether they be veterans or elite or whatever need to be scaled based on mainly level and or number of players in the event/dungeon.
This would scale mobs more accurately to make events/dungeons still challenging for players but also possible for the lone gamer or the casual groups. In turn this not only eliminates the need to endure a long and near impossible grind on a boss (which as we all know takes away from game-play experience, realism, and fun) but as well eliminates the need for waypoint rushing to complete events/missions.
Basically if elite mobs, bosses, and dungeons scaled better to number and level of the participating players, we fix waypoint rushing, ridiculous grinds on bosses/dungeons, the need to zerg events/dungeons to complete them, and we create a better, more realistic, and more fun gameplay experience for the player.
(edited by Black Shadow.7489)