Do other things while sitting in queue. Like fates or side quests.
After reset is when DPS can usually get into dungeons rather quickly. That's when i'd do my big push.
Do other things while sitting in queue. Like fates or side quests.
After reset is when DPS can usually get into dungeons rather quickly. That's when i'd do my big push.
Last edited by Averax; 09-18-2017 at 11:32 PM.


Which in turn would mean spending a lot of dev time for the devs to go back through each of the games five million dungeons and re-tune them all to be equal to synced four player dungeons in terms of difficulty. I doubt most players would be okay with seeing maybe two new dungeons a year and one new raid a year while the devs are just reworking old dungeons.


Seeing as the suggestion is to increase DPS slots, the changes needed would be actually pretty easy. And I mean macro-easy. Just increase the mobs HP by X amount dependant on how many new DPS are in the run. The off-dungeon where there is a significant difference (like Gubal Library with its last boss and his summoning seals) can either be ignored (so what that some dungeon would become easy, seeing as every older dungeon ends up 'easy mode' with higher gear anyway) or get a little more effort put into them.
A slight increase in damage from mobs will make up for the sudden increase in burst AoE that could wipe a crowd before a healer would even really be necessary, without preventing less-skilled groups from being wiped repeatedly. Remember, twice the DPS, twice the people with a wide range of skill in DPS'ing, meaning that the comparative "bottom-line" and "top-tier" groups are even further apart.



We are only getting one new dungeon every odd patch starting with 4.1, cause they want to spend dev time on other content so that is perspective right there.
Of course they don't really go back and fix old content unless it's broken, or it absolutely needs it. Like the more recent exception is them going back to modify Labyrinth of the Ancients party setup so you don't need 6 tanks in the alliance for the 4.1 raid roulette. So no, changing the light party setup is just never going to happen.
You might be oversimplifying this a bit. There are a lot of boss mechanics that would need re-tuning to keep they passable and challenging enough with the addition of players to dungeons. I can think of one of the top of my head. Last boss of that level 60 rator-race dungeon. The times the boss summons Garuda to do an aoe where the players get big circles and they need to spread out. The second time it happens is fine, but the first time when it's a circle instead of the doughnut, there would not be enough space to not clip the circles.
A second instance I can think of is the owlbear dungeon, second boss with the totems mechanic. Totems would start become to dense with addition players.
Not to mention, to suggest this is some blanket macro is silly, they would need to go in adjust each dungeon individually, play test them to make sure they are functioning at the right difficulty levels for a new group, etc., etc. As well as make sure any mechanics are still challenging and passable with the additional bodies.


Not really. I would be oversimplifying it if I claimed that for healer or tanks, but for DPS, that's about all that needs to happen for most content.
I'm sorry, but not all bosses. And there aren't that many of them either, really. And even for those that are there, usually there is an "easy way out". Meaning that yes, some work would need to be put to bring them up to par. No, I don't think that's a problem. Developers already showed that they don't care about keeping the old content challenging or 'right'. The change to skills of all classes changes those classes in old content. And in pretty much all cases, it makes them lose out quite a lot and gain nothing in return in comparison to how it was before 4.0. So long as the dungeons can be passed, they don't care. And frankly, neither would most players.
You are actually making a problem where there is none. Depending on how it is programmed, it may need no change whatsoever. If it is set to target every player, then yes, there may need to be a change made. Though, not necessarily, as seriously, that attacks damage is miserable even when you just unlock that dungeon, so you can as well make it into a choice of "who's going to suck two attacks, and how to avoid three or more". But it may very well be set to specific amount of players, and any additional ones simply wouldn't be targeted at all. Then there would need to be no change at all. The non-targeted players would simply need to avoid the AoE's altogether, or if there's still a tight fit, just get attacked by one of their choice, rather than more.
This applies to all cases where something appears (like an attack marker or a mob or something) based on number of players. In some cases it can be left alone, in others it can active for four players instead of all, even if there are more.
No, it's silly to think that anything more is needed (as in, blanket change for most of the content with targeted change for the few, specific situations with some skills/bosses/mechanics). The DPS already have varied potentials in varied situations. You really think that they are playtested so much that all that matters is the players skill?! No. They need to meet a minimum treshhold. And in vast majority of cases of vast majority of dungeons, extra DPS have effect only on the speed of how fast the mobs go down. You want to tell me that there are some 'mechanics' in standard mob fights in yer average dungeon, which consist of 70%+ of the dungeons length?! And many mob fights are just simplistic 'avoid the AoE', 'kill the one-time spawns that happen at X% of bosses HP'. All those situations CAN be solved simply by increasing the mobs HP and slightly damage, and increasing the bosses HP only (since they will not go down so fast that the tank wouldn't need to be healed anyway) depending on the number of DPS added. Two more DPS would be "fixed" in many dungeons by a blanket increase of 65%-75% in mobs and bosses HP and 10%-20% increase in non-bosses attack. Playtesting is a given, but with such simple changes, it could be kept to running the dungeon three or four times and if the time is similar and the challenge seems similar...it's fixed. The end. Go to the next one. Not even a week for TWO groups of people, and that's assuming they take it slow.
I'm afraid that not everything is as complicated as it seems. Increase in DPS is mostly just increasing damage output of the party. Nothing more, nothing less. That's all that needs to be accomodated. In majority of the content, the tank takes the brunt of the attacks anyway, so healers heal other party members through AoE heals anyway, and for that, the number of members is irrelevant.
Well, there is ONE part where it would make a difference. You could ignore two DPS more and still complete the dungeon, albeit at an excruciatingly slower pace. But how is that different from how you can ignore one of the DPS now?! Or half the party in the Main Story Quest roulette?!
Last edited by kikix12; 09-19-2017 at 01:25 AM.
Yes but don't you see how that is more complicated than you first thought.
Look how much you wrote to go back at two instances of a boss mechanics that need changing. These are all things they need to review, you even mentioned that if it is set up tot target all they can change it to only target four. Cool cool, that's a change they had to find evaluate then change the code for it. This is all work they need to put in to make this change possible. These kinds of reviews, evaluation and change needs to be done for every boss every mechanics. Yes not all need changing, but they need to check to see if they do or not.
It should be noted that simply pointing and handwaving off DPS in a different direction, i.e. FATES/PotD also has a rather terrible downside. . .
How many times have you encountered someone who doesn't quite understand how the dungeon, or worse, their job works simply because they leveled it through FATES or PotD?
Increased XP isn't the answer, but neither is shrugging them off and saying "go do something else".
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