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Mob dynamic scaling.

Billzihang123
To me this game is actually hurt by the multiplayer nature out in the open world and in especially delves.

There's a frustrating element to fighting an end-of-delve boss, only to have some high level CP person come in and demolish it in a couple of hits. Likewise when doing a quest or dolmen when the place is crowded, it's not fun is it? Just running around in what could only be politely described as an unmitigated cluster-frog.

Two solutions could be implemented to mostly fix this:

The first is to have mobs that scale to how many people are attacking it - it exists because look at World of Warcraft, named mobs dynamically change their health by how many people are present and engaged in combat. This would add tremendous amounts of fun factor when doing open combat when there are many people around. Exceptions should exist, such as open map marked bosses, who should scale only above, not lower than current.

The second is one that will not be received favourably, but is to instance people at level 50 (who are now scaling beyond normal) to their own phases in delves, because they are massively overpowered and create frustration for people still levelling in them.
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