I thought it was an odd choice to only have 4-person parties when the game launched, and ever "more than 30 minutes" queue I've been in has supported that observation. Parties of 5 or 6 people would be swell.


I thought it was an odd choice to only have 4-person parties when the game launched, and ever "more than 30 minutes" queue I've been in has supported that observation. Parties of 5 or 6 people would be swell.


I prefer it this way. It's unique and stands out from the other mmo's.
The further away from WoW this moves the better. It's already a bit too similar.



make it 8 man dungeons (1 full group) and 16 man raids (2 full groups)
That would give the devs the space to create more interesting mechanics to the dungeons (like 1.0 cutter's cry, where the party had to kill in 2 seperate rooms the monsters at the same time). Just 1 more player in a dungeon group is not enough to change much.
If you weren't already aware, many tanks and healers refuse to DF because it's too easy to run into terrible DPS players who ruin it for others. Adding more DPS to the mix won't help that


It must be so hard on tanks and healers to have to put up with the same amount of bad players as the DPS do but with the burden of instant queues and the fact that a bad tank or a bad healer is much more detrimental to a dungeon run than a bad DPS.





So Tera has 5 man dungeon groups. A dps class will still sit for 20+ minutes on most of the dungeons. Didn't help at all. Just putting that out there


I agree to this.
Give us something to use our guilds for endgame. (but the people with 4man guilds... those aren't guilds before that argument comes up - That and the whole allaince thing se was talking about)
And 4man dungeons are way too small.
4 person parties have always struck me as so very tiny. 8 man, too. It feels odd.
I support 5-man parties if the fifth slot is support. I would roll a pure support class so hard - why couldn't you give me XI BRD, SE!![]()
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