Quote Originally Posted by Commander_Justitia View Post
Maybe upon entering the dungeon, players being able to set dungeon modification, that make the dungeon more difficult when starting it (damage, healing, HP, amount of mobs, random mobs, no sprint, random cc etc. - modifier) - while at the same time unlocking 1 more slot in the synced category for each detrimental dungeon effect picked.
Also another problem is that would cause a lot of friction within the community due to disagreements.

Like let's say you need unanimous agreement to set the modifiers, then it would never go through, most players are there from roulettes which already have scaling rewards, so increasing the difficulty, and thus making the dungeon take longer, would not sit well with many people, do remember that there are people who intentionally never unlock additional Alliance Raids so that they always get CT to abuse how short it is, though I suppose there is a small argument for full premades.

Let's say it's a vote, akin to kicking, and you need half the party to agree for the modifiers to go through, you would likely get people leaving if things don't go their way, dungeon is unmodified? the one person who wanted to have their skills leaves, dungeon is modified? the people who wanted the quick and easy payout leave.

You can say this wouldn't be a gamebreaking issue, but it's something that could lead to many "feels bad" moments the devs would want to avoid, if there is a consistent thing about design in this game is wanting to remove as much friction as possible, not add things that would inevitably cause more friction.