VaranisArano wrote: »A. Would this scaling be optional?
I ask because I've soloed a number of base game dungeons and I'd like to still be able to do it. (ZOS, let Mirri stand on pressure plates, please. There's no reason we can't solo Direfrost.) Likewise, years ago I duoed Vet Darkshade 1 with a friend once for gear when both of us were probably doing 15k DPS, so it's not like you can't solo, duo, or trio dungeons now.
B. How do you see farming gear working in "Story Mode"?
Thing is, if dungeons get easier for 1-3 players, then we've basically turned dungeon farming into delves, and if dungeons get harder for 5+ players, then we've basically turned dungeons farming into trials. If the gear stays the same, its not like the difficulty stayed the same.
And in either case, ZOS now has to balance dungeons designed for a tank, healer, and two damage dealers for everything from 1 to however many players, most of whom will be damage dealers.
One reason why I bring that up as a challenge is that it's not just a matter of health or more mobs. Its also mechanics. When you solo dungeons right now, you quickly learn just how many mechanics the boss has when it's not being spread out among 4 people. Likewise, most of the dungeon boss mechanics aren't designed for more than four people. Can you imagine trying to do the overlapping circles of death mechanic in Crypt of Hearts with five or six people?
If you have companions leveled up and decked out, you should be able to duo (2 players + 2 companions) most of the dungeons.
NewBlacksmurf wrote: »I see lots of good changes and one thing I see as adding more value is if dungeon scales based on the number of current players inside the dungeon.
NewBlacksmurf wrote: »I see lots of good changes and one thing I see as adding more value is if dungeon scales based on the number of current players inside the dungeon.
Dungeons are created with a 4 player group in mind and their whole mechanic is build around this. This means that it would require alot of work to solve this and implement it. The main question is what exactly would be the benefit of it?
No, no, no, no, no.
Unless this option only applies to normal versions of the dungeons, and even then I can't see the point as most can be soloed.
And the rewards would have to be looked at. Why should someone who does the dungeon at the level of a delve get the same reward as me for soloing it at its normal level?
But this must not apply to vet dungeons, they are challenging for a reason and should stay challenging, they should not be watered down to cater for those who don't want to do them as intended - in a group.
So no, this must not come about, it is totally unnecessary. Storymode with limited rewards for those wanting to do the quest by themselves, fine. But scaling the dungeons to the number of players? No, no, no, no, no
At "Normal" level most dungeons are easily solo-able otherwise.
Judas Helviaryn wrote: »Don't incorporate bugs into your builds, and you won't have [an] issue.