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  1. #15
    Player
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    865
    Here's an alternative: Instead of having these instances have scaling difficulty the minute they're implemented in a patch, why not add it a few months down the road in a later patch after the dungeon/encounter/raid's debut? That way, hardcore players can run around swinging their e-peens for those few months.

    Yet another alternative: Implement an in-game method to reduce dungeons/raids difficulties by obtaining a key item that can be used only once (and you can have only one at a time). For example, let's pretend we have a raid dungeon full of Tonberries. You want to have an easier time killing the tonberries and the bosses, so you go on a long quest arc with plenty of gradually-increasing difficulties, and finally obtain the "Sacred Tonberry Lantern"! You then use that Lantern in the dungeon to reduce the difficulty of the fights in that dungeon. There are mechanics like this in FFXI, such as the Generals you recruit for the Campaign battles.
    (3)
    Last edited by SilvertearRen; 10-26-2011 at 08:41 AM.