Which I'd really like. But, you then make it so that Dungeon roulettes are about doing what one interestingly can with the dungeon model (a mostly linear string of encounters alternating between series of trash and a boss), rather than just 12-15 minute maximally efficient ways to get tomes outside of Hunts, which is apparently a can of worms?
Less jokingly, I think we could do a lot already by just raising the starting difficulty of each dungeon slightly and/or reducing their minimum item level slightly and then...
- rewarding Minimum Item Level runs with slightly higher reward efficiency (ideally, based on the additional amount by which ilvl is synced down, so the more stats and thereby speed you'd lose, the greater the reward to match),
- making Minimum Item Level a choice from the main Duty Finder menu (instead of a being a side-option hidden within an advanced settings menu), such as a second checkbox option right on the contents and roulettes themselves and accessible to/with matchmaking, and
- allowing players to sign up for multiple Roulettes at a time.
Each of those things above would benefit all content and play while also providing about the same value as a simple scale-up. That's not to say that we can't or shouldn't do scale-ups or multiple difficulties as well, but we may as well start with what is most broadly efficient and effective.
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May as well, imo, stick with Hard Mode dungeons having at least a different layout of the original dungeon and the allowance for new bosses and mechanics, with all dungeons just having at least a tiny bit of difficulty at truly minimum item level (which would be well below what most people will have upon that dungeon's release anyways) and the easily accessible option to thereby scale to that.
So long as one is not losing access to gameplay, scaling down has significant advantages over scaling up, in that nonetheless skilled players who are still catching up can bolster the relevant playerbase size, since the dungeon wouldn't be soft-gated behind gear-grinds (instead holding a constant difficulty).



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