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  1. #11
    Player
    kikix12's Avatar
    Join Date
    May 2017
    Posts
    953
    Character
    Seraphitia Faro
    World
    Midgardsormr
    Main Class
    Scholar Lv 80
    Quote Originally Posted by Miles_Maelstrom View Post
    You might be oversimplifying this a bit.
    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.

    Quote Originally Posted by Miles_Maelstrom View Post
    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'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.

    Quote Originally Posted by Miles_Maelstrom View Post
    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.
    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.

    Quote Originally Posted by Miles_Maelstrom View Post
    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.
    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?!
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    Last edited by kikix12; 09-19-2017 at 01:25 AM.