I think it would be cool to have some harder version of the current dungeons, maybe with higher gear rewards. Currently, i find them to be so easy I am surprised if even one wipe occurs.
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I think it would be cool to have some harder version of the current dungeons, maybe with higher gear rewards. Currently, i find them to be so easy I am surprised if even one wipe occurs.
For the greatest community ever even current dungeons can give them anxiety.
Asking something more will take resources from making Umbrella menu and another useful addition like Fellowships.
Jokes aside, devs look at statistics of the playerbase, they see, that they would be happy to have less battle content, than more, so they adding more stuff what people want, like minion farm, umbrellas, fishing, easy solo duties, free relics etc.
YoshiP already told, that they could make harder dungeons, but very low percentage will clear it, so they decided to not bother and concentrate on what matters.
I see what you mean. I think the same could be said for savage mode. I have no interest in clearing it. I find the community toxic, and the 'did you watch a video' an unnecessary question. I hope they implement some harder 4 man dungeons, regardless.
Isn't the point of Savage that it'd take a long time to learn it? That doesn't seem conducive to a roulette.
There's really no reason not to.
More people would attempt the content and eventually learn it. It'd be a way to practice and familiarize with the content without needing a dedicated guild or waiting a lifetime to actually get a party finder group up and running.
For anyone who doesn't like it because "wah, pugs suck, it'll be frustrating, wipes, wah, etc.," you can just not use it.
Harder dungeons, yes.
But extreme/savage level difficulty on a roulette? No
People would try it because for the first time in this games history it isn't horribly inconvenient to attempt. Some would fail and quit, sure, but they wouldn't have even attempted otherwise.
I know plenty of people who would enjoy the challenge but simply can't stomach the process of waiting for a party finder group or situating their lives around the schedule of a raiding guild. The end result of a Savage roulette would be more people who are familiar with Savage content and can run it, because there was actually a convenient way to learn it.
The main reason Savage PF groups can take time to fill are because the vast majority of players prefer playing DPS. There's a reason roulette bonuses are Tank/Healer in Need for everything except Alliance. And that's only because you have fifteen available DPS slots. What makes you think wait times would be any quicker in a roulette, especially when you have no control over the party. Get stuck with people woefully incapable of clearing? Whelp, better hope they kick you otherwise you'll have a 30 minute penalty.
Hard content will never work in a roulette. People just aren't going to do it. Or they'll only queue with friends, thus defeating the point.
I would love this as long as you don’t need to have cleared it all to participate. That way a lot of new people could clear them.
I like the concept. It'd certainly be interesting, but I don't see it happening. I see too many randos struggling with regular dungeons, I'd hate to see how they'd handle a savage level dungeon.
Could be cool if the requirement was you have had to already gotten a clear to unlock it.
As a form of content, I don't see anything wrong with the idea. As a roulette though, that's just a recipe for disaster.
Something like Baldesion Arsenal meets Toto-Rak. I can dig it xD
Two teams of four venture in,split off. Each has four orbs to get (which are on a rng location drop so change each instance) and each has their own bosses to fight (different to OG). Some mechanics for team A to allow B to proceed Vice Versa. More green goo but this time it inflicts heavy poison debuff, slow AND Leaden. Then at the end we fight Mother Morbol who has snuck in and used the Thousand Maws as her new breeding ground.
Oh yea and players have a persistent healing potency down debuff because it’s BA and why not?! Wpuldve been a good place to stick the Marbol mount too and it actually make sense as a reward.
I'd love a minimum ilvl roulette as well
We used to have one, Pharos Sirius.
This is really a bad idea.
And this makes a bad idea even worse.
Savage-Content needs preparation. And time. A lot of time. Even prepared with guides and videos you need to learn each mechanic, usually by trying and wiping over and over again. One mistake can kill the whole group. And you want to do this at random, with randoms you haven't even cleared it. That's hard enough in PF but at least people there are prepared, as they know what they are going to do. Roulette is random, you can't prepare for that. Ex-Trials in Mentor-Roulette are already bad enough and a lot of them are failing. And Savage is even way harder. So, what's going to happen is this: People will getting frustrated as the time limit will run out eventually and you get out of it with nothing accomplished. And if you do the Roulette again you will just find yourself in another fight with other people and your progress and team effort was for nothing. Even in a game, that's probably the worst way to waste your time.
Yeah, no. Thanks, but no thanks.
I'd be all for more interesting and slightly more challenging content in the dungeons we do get. They could definitely use it rather than just being a slightly different coat of paint on the exact same thing like we've been getting recently. Separating it would into a new difficulty tier, particularly to something as high as Savage, feels like it would be a waste.
The time to get into the content isn't "theoretically the same." Roulettes are cross-server so those groups form A LOT faster.
I don't have the patience to wait for a Party Finder group; most people don't. Creating a roulette for it would be easy, and it would get more people to play the content. From what I hear Savage isn't even really that hard, it's just nearly impossible to get any practice in. People who can actually get into Savage groups regularly tend to have it down pretty quickly.
It's not prohibitively difficult; there's just NO reliable way to learn.
PF is cross server though, unless you choose to make it for your world only. Unless you're referencing to the data center, but, DF can't get you to cross data center either.
This is a very casual playerbase. I am inclined to believe that such a feature would only appeal to a minority crowd.
They could very easily give us harder dungeons with one simple system that would even be backwards compatible to older content.
Basically, Modifiers. Same Dungeon mechanics, but add selectable modifiers like HP, Damage, Haste, mechanics cooldown etc on the mobs.
As an example, we could select Twinning and add:
+HP
+Damage
+Haste
Resulting in a dungeon where bosses have 5~ minutes worth of HP for a good group to burn through while dealing with mechanics that are coming ~50% faster. Reward could be something as simple as extra Tomestones based on the difficulty added by the Modifiers used. Or even glamor items and mounts.
A Roulette based on such a system could then be something as easy as daily fixed Modifiers for even more rewards.
There is a Raid Finder that works like the Duty Finder for hard content, but (almost) nobody uses it.
I'm down for more difficult content or more content in general. I'm just stuck on a loop of running Savage every week with nothing else going on.
I would love some harder dungeons, even alliance raids, but probably not at the savage level. Hopefully they do some harder dungeons again sometime soon.
Naw, this is a bad idea. People already quit 24s mans if it's too likely to wipe once. Mentor roulette shows that ex trials are fairly likely to fail with duty finder. You want something harder, party finder is your friend.
I agree with harder dungeons and also 24 man content. I disagree with putting it in a roulette.
Hard content + Roulette do not go well.
They should do what other mmo does and have difficulty levels for dungeons.
Kind of a silly post tbh. You act like savage content cannot be done in a DF style matching queue. That's a false assumption. In fact, people queue up for savage fights and do them with randoms regularly in non-NA datacenters. It's really only North America that is too scared to even think about doing it that way.
It would be cool, but not sure people would take kindly to getting booted for not being up to par to meet the standards of savage raiding. I would love for the option though just would need to make it clear that one could removed from the group if they fail to learn from their mistakes.
Honestly I just want something of difficulty between extreme and normal, something that doesn't require formations and/or strict positioning and such so it's still perfectly doable with PUGs on first try.
Dungeons of this difficulty would be great and I can see this work as a roulette, it wouldn't have to be too much different from current normal dungeons, just everything needs to hit (much) harder, mistakes have to punish you to greater extend and add some mechanics, or make current mechanics appear in more rapid succession with less margin for error, have (somewhat soft) dps checks, ... .Have a separate roulette for this that is apart from everything else and make it clear that it's higher difficulty so people who don't want it can avoid it.
A prerequisite to clear all the difficult mode dungeons once before being allowed to use roulette should do a good enough job to keep the roulette healthy I think.
I wouldn't mind some type of challenge dungeons, as mythic+ is the one of the few good pieces of content WoW has in my opinion, but I feel like balancing the rewards from it in comparison to savage raiding would be a bit rough since the ilvl disparity between basic weekly tome gear and raid gear is only about 10 ilvl
I do wish we had actually difficult four player content outside of PotD/HoH.
They could realiscally make an "extreme" difficulty for existing dungeons by giving trash mobs higher damage and actual mechanics to discourage wall to wall pulls and toughening existing mechanics on the bosses by having things like spread/stack/proximity AoEs going off at the same time to complicate movement/positioning past "Don't stand in the bad stuff".