I have to slightly disagree, depending on what we mean by "harder".
I don't think MSQ should be much more punishing (except where whole mechanics are merely a tickle), and certainly shouldn't be any less intuitive or even much more complicated in what places complexity exists. But, it should have at least a bit more opportunity for engagement, which may in some cases require things not being so negligible. And it definitely shouldn't forbid trash from becoming more than a mindless slog.
The occasional wipe.. is fine. That said, I would much rather have wipes to a boss respawn us right in front of that boss room. I also wouldn't mind letting anyone rez in those dungeons (a la pre-Savage V&D-Ds). Heck, I wouldn't mind seeing Echo (purged upon killing the given boss), if it came down to it.
Would also give several limbs (not necessarily my own, but surely the thought still counts) for proportionately greater reward for Minimum Item Level runs.
And, tbh, I'd love it with made the max ilvl for content equal to or barely greater than that content's drops, so we can actually have a decent experience both on content drop and months later, with less merely/purely gear-dependent gaps on content for which that gear makes no difference except in providing unnecessary/excessive speed (reward per minute already being tuned basically around min ilvl). Because I'm a sadist, I guess.
...Isn't this the opposite? I could have sworn the one with variable pathing is Variant. The one originally suggested to have a psuedo-scoring system based around certain criteria is... Criterion.Criterion (three paths, the standard solo/friends group thing now), Variant (the hard one, roulette will pick a path for you, quing regular lets your party pick the path they want)
If what you want to spread is the branching paths system (what you're calling "Criterion" here but I thought was "Variant"), not the single-path harder mode, then it wouldn't be nearly so easy to implement over existing dungeons and would require sacrificing much of their aesthetic cohesion and uniqueness as they nearly "Aquapolis-ify" those environments.
And there's the kicker: Make its rewards per minute less OP (by bringing the grind time per week required through other content down or bringing Expert Roulette's up to their times required) and there's a lot less pressure on dungeon design and play, both, to degenerate with all possible haste. Heck, balance Hunts, too, and you might even have *gasp*, something much more closely approximating actual content choice even when playing with few hours per week while wanting to fully progress or otherwise having the efficiency-itchies.The problem comes from having to run them over and over for tomes since they're the most efficient way of getting them.
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A quick aside:
And is a wall-to-wall pull a single trash pack? Would you similarly be (still pretty easily) able to take on 3 bosses simultaneously?
Any why must three packs worth of trash collectively still have fewer mechanics/mechanical involvements than even a single (still fairly barren) boss? The only gameplay possible from them is entirely based on tuning relative to tank/healer sustain (since, yes, the DPS necessary is likewise dependent on the dynamics of tank/healer sustain -- aiming to kill before all resources are depleted), rather than offering anything original.
If the interest is in "doing more" with trash, then simply amping their tuning so that one is exposed to even less mechanical depth at a time clearly was not the intention.



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