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  1. #1
    Player
    Ogulbuk's Avatar
    Join Date
    Jan 2015
    Posts
    329
    Character
    Atabey Guabancex
    World
    Behemoth
    Main Class
    Dragoon Lv 100

    Suggestion Oversized Party Option

    I am not sure if this is just me, but I have found myself way too many times in this situation: FC company gets together, we do the trials, maybe the weekly Dun Scaith run, and then... we are forced to split because everyone has now to do Light Party roulettes.

    My suggestion/request/hope: give us an option for pre-made groups that allows entering content (roulettes included) with Oversized groups. In fact, make it the default when trying to join any non-trial with more than 4 members.

    As far as balance goes: give all enemies in the dungeon an HP every player over 4.

    5 players = +65%
    6 players = +130%
    7 players = +195%
    8 players = +260%

    This should compensate for the increased damage output of the new group setup, plus a bit more to make up for possible increase in-group synergy (like more piercing debuffs, etc.)

    Alternatively: it could be done as a group debuff that simply divides the whole group damage by how many more members are in the group, then a notch.

    4 members = 100% damage.
    5 members = 73% damage.
    6 members = 61% damage.
    7 members = 52% damage.
    8 members = 45% damage.

    Not exactly the same proportions as above, but may be easier technically to debuff the players than buff every single critter.

    The way I'm framing this, it would be unlikely to be exploitable, rewards would remain the same, you still would get the same amount of drops per run even with 2x the players. It's simply a tool to allow big-but-not-huge groups of friends to play together.
    (1)

  2. #2
    Player
    Bdyer's Avatar
    Join Date
    May 2016
    Posts
    113
    Character
    Alduin Mik'tala
    World
    Hyperion
    Main Class
    Conjurer Lv 70
    I think mob damage would also have to move up in proportion but could work
    (0)

  3. #3
    Player
    Ogulbuk's Avatar
    Join Date
    Jan 2015
    Posts
    329
    Character
    Atabey Guabancex
    World
    Behemoth
    Main Class
    Dragoon Lv 100
    Ideally, damage will always go to the one tank all the time regardless, so damage going up would just mean you force more healers. AoEs will hit more players demanding more AoE healing, because you can no longer assume you can simply do 3 single target heals spread over time.

    For that reason, I don't think more damage or more healing are necessary for this to work.

    Some bosses that pick targets based on roles may behave weirdly, though. Magitek Predator in Baelsar's Wall, for example, seems designed around targeting/chaining all the DPS in the group. An oversized group may make it weird, but don't think it would be game breaking.
    (0)

  4. #4
    Player
    Mysticales's Avatar
    Join Date
    Sep 2016
    Posts
    555
    Character
    Mystaria Ausa
    World
    Hyperion
    Main Class
    White Mage Lv 80
    I agree on the ability to need a FC run. I run a FC where I do take on sprouts and returning players. So sometimes it would indeed be nice to do a bulk run vs seperating everyone. Bad enough Diadem has to be split up too after 8 people.
    (1)