Quote Originally Posted by Dyne_Fellpool View Post
This would probably be way more complicated than it seems, and very possibly not be viable, but...
It would be cool if:

DF was able to build light parties with 0-2 additional dps players and the mobs in the dungeon simply gained 30% extra max hp for 1 additional dps and 60% extra max hp for 2 additional dps.

So if there were 4 dps and 1 healer queued just waiting on a tank, instead of only 2 of those dps players getting in when a tank queued (and the other 2 having to wait for another healer+tank) it would just throw all 6 into the dungeon and all mobs would simply have 60% more hp than normal. If only 3 dps were queued up when a tank+healer became available, it would throw the 5 of them into the dungeon with a 30% boost to mob hp.

Allowing for variable Light Party size like this could really go a long way to fixing dps queue time. As I said at the start though, this might be a lot harder than it seems. And ONLY tweaking mob hp to compensate seems like the way to go but it might have unexpectedly bad results on certain scripts/mechanics.
Again, this isn't "trivial" at all. Correct scaling would be to double the mobs for every additional DPS. If you've noticed most of the dungeons except the 8-man mainstream, have a lot more trash mobs, and is tricky to try and handle with just one tank and one healer. Increasing the HP doesn't increase the difficulty relative to the party configuration. Then you have problems like AV, DD,AK, Hullbreaker Aisle, Keeper of the Lake, WP-hard and AK-hard which have mechanics that can't scale with an increase in party size.

Compare the Trials with the Hard-mode Trials, and their Extreme versions to see what I mean by scaling. It's not just HP that has to scale, the entire monster logic has to be changed to take into consideration that there are additional targets. And once you add more DPS, then you have to add another healer anyway, since zerging through the dungeon with more DPS means more players take damage.

So the way the existing dungeons are designed, there's no getting around it. Making it so that you can "queue as any available role" is the best solution, but requires locking the equipment sets for those roles so they are not removed before the DF pops, which is more complicated.