Yesterday, I discovered that the three solo daily dungeons in Fury of the Feywild have five man versions akin to epic dungeon delves. If you enter with a full party of five, you get a much more difficult dungeon than if you entered with only one to four players. This basically means that the Gnarlroot Caves, the Witch Fen, and the Tower of Celedaine, or however it is spelled, has five levels of difficulty based on the number of party members:
Very Hard - Five players.
Hard - One player.
Medium - Two players.
Easy - Three players.
Very Easy - Four players.
Now, this made me wonder, what if dungeon scaling were applied to existing dungeon delves? Perhaps something like the FotF scaling, or linear scaling, where the number of players is directly proportional to the difficulty of the dungeon? What do you think?
I think it would be good to have dungeons that scales with the number of party members, but the way it works now (based on what you're saying, I'm not lv60 yet so I didn't start FotF yet) seems a bit stupid ^_^
A weird thing I'm going to write up into a full post later, but I feel that all zones, dungeons, skirmishes, and lairs (solo dungeons) should come in three modes: Standard, Heroic, and Epic. Standard would follow the current T1/solo scheme, Heroic would generally be level 63 mobs and drop higher enchants and lesser enchants and have a rare chance at purples (like current T2), and Epic would generate level 65 mobs, drop higher enchants and rarely standard attachments and have almost all purple drops.
The zones themselves would have to be redone to have a mirrored version for level 60 players that allows us to rerun content we may have missed. There would be the 'standard', level appropriate zone, a heroic zone, and an epic zone. Skirmishes would offer many different venues for us to fight in, each coming in three versions. Dungeons and Lairs would follow that same scale.
It would extend end-game content for level 60's, and provide players the choice of upping the ante and difficulty when their gear makes current zones (like Shandarar) too easy.
"Every adventurer has two things in common: they don't like dying, and they love getting paid. The rest is just semantics." Brecken, famed mercenary of Baldur's Gate
A weird thing I'm going to write up into a full post later, but I feel that all zones, dungeons, skirmishes, and lairs (solo dungeons) should come in three modes: Standard, Heroic, and Epic. Standard would follow the current T1/solo scheme, Heroic would generally be level 63 mobs and drop higher enchants and lesser enchants and have a rare chance at purples (like current T2), and Epic would generate level 65 mobs, drop higher enchants and rarely standard attachments and have almost all purple drops.
The zones themselves would have to be redone to have a mirrored version for level 60 players that allows us to rerun content we may have missed. There would be the 'standard', level appropriate zone, a heroic zone, and an epic zone. Skirmishes would offer many different venues for us to fight in, each coming in three versions. Dungeons and Lairs would follow that same scale.
It would extend end-game content for level 60's, and provide players the choice of upping the ante and difficulty when their gear makes current zones (like Shandarar) too easy.
That's a great idea, i suggested something similar in another thread. Lesser and maybe normal enchants dropping sounds awesome.
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jn2002dk1Member, Neverwinter Beta Users, Neverwinter Guardian UsersPosts: 0Arc User
edited September 2013
I would LOVE being able to solo or 2 man DD but with less rewards
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axer128Member, Neverwinter Beta Users, Neverwinter Guardian UsersPosts: 0Arc User
edited September 2013
There is no true dungeon scaling.
They only have two versions:
Solo if you enter with 1 - 4 players
Group if you enter with 5
also not at all akin to epic difficult on the group mode. Closer to just a regular high level dungeon like regular karrundax (minus any complicated mechanics)
Also it's not just the 3 dailies. Applies to the weekly reservoir as well, possibly also the few other small dungeons.
pjdvMember, Neverwinter Knight of the Feywild UsersPosts: 67
edited September 2013
this is how Star wars the old republic worked. normal, Hard, Nightmare. You could only get into Hard version at lvl 50 and nightmare only once you completed hard
Comments
It should be something like:
5 players: difficulty 100%, drops 100%
4 players: difficulty 83%, drops 80%
3 players: difficulty 66%, drops 60%
2 players: difficulty 49%, drops 40%
1 players: difficulty 32%, drops 20%
(the difficult is not scaling exactly to encourage party playing)
Just an hypotesis...
The zones themselves would have to be redone to have a mirrored version for level 60 players that allows us to rerun content we may have missed. There would be the 'standard', level appropriate zone, a heroic zone, and an epic zone. Skirmishes would offer many different venues for us to fight in, each coming in three versions. Dungeons and Lairs would follow that same scale.
It would extend end-game content for level 60's, and provide players the choice of upping the ante and difficulty when their gear makes current zones (like Shandarar) too easy.
"D*mn wizards," said Morik the Rogue.
Learn what a GWF and GF really are: The History of Fighters
That's a great idea, i suggested something similar in another thread. Lesser and maybe normal enchants dropping sounds awesome.
They only have two versions:
Solo if you enter with 1 - 4 players
Group if you enter with 5
also not at all akin to epic difficult on the group mode. Closer to just a regular high level dungeon like regular karrundax (minus any complicated mechanics)
Also it's not just the 3 dailies. Applies to the weekly reservoir as well, possibly also the few other small dungeons.
-Epic Dread Vault Crushed.
Characters (Dragon): Axer (60 Guardian, Leader of Crush It!), Controller (60 Wizard), Warlocker (60 Warlock)