This is about where my own hopes sit, too, on the difficulty spectrum. But, ideally, this shouldn't even need to be an equilibrium or best approximation sort of issue.
At present, dungeon and raid difficulties are likely made up of individually arbitrated potency values, specials recast times, and health pools, based around an eyeballed common-sense estimate to fit with precedent or surrounding dungeon/raid design, but that's not to say that the same couldn't be output through a given formula instead. And if that is possible, a huge number of opportunities become affordable.
Consider some of our earlier balances or perspectives into dungeon design:
- Hefty required healing (as opposed to avoidable damage) makes the healer feel a more complete "role", but in turn diminishes (1) unskilled healers' ability to perform their derivative role, (2) the sense of direct applicability of healers (albeit only when leaving virtually no time to DPS at all), (3) the ability for player compositions to skillfully avoid the need for a dedicated healer, as once tuned for, design essentially dead-locks healers into gameplay, which can ultimately reduce opportunities for ingenuity, alternative gameplay improvements, and for reduced queue times between the two.
- Making one given choice of playing in or outside of tank stance optimal in a vastly overwhelming portion of gametime makes the mechanic feel like a gimmick, but removing tank stance diminishes (1) tanks' freedom to open with non-enmity skills, which contributes to variance and strategy, (2) tanks' ability to calculate for and synergize with healer or melee-positional outputs, (3) may likely simply tilt the balance of global usage from primarily utility weaponskills, of which there are typically multiple, and therefore carries variance, to primarily enmity combos, whereby choice or utility are further restricted.
But if a dungeon or raid were able to scale particular mob output and stat values compositionally (relative to your party's composition, or even manual choices of composition-derived difficulty), those tipping points disappear. Rather than facing some negative consequence for each benefit of rebalance, you can play entirely towards or within the strategies that would only benefit in their gameplay from the rebalance. If you take 3 DPS at 1 healer into a dungeon, by default mobs' unavoidable strikes' potency maxima are reduced, as are enemies' CC-resistance, but new burst-requiring mechanics may appear or, where already existent, may be heightened. It becomes, in a sense, a new gameform, despite playing with all the same rules, just by manipulating the mob values involved.



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