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Dungeons balancing mechanic suggestion.

hadestemplar#9918 hadestemplar Member, NW M9 Playtest Posts: 1,176 Arc User
Hello everyone..

With underdark module we received demon Heroic encounters, which difficulity scale based on how many players do participate in it. And by reaching certain diffiulity level, it triggers extra event, which summon strong demon which gives extra reward.. :)


So my idea is based on this mechanic.

Now, how to implement this mechanic, and how it should work .

Each player have Gear score indicator, and by that system can evaluate players stats. Obvious that higher gear score you have, means you have better gear and eventually having higher stats.
Less GS = weaker player is based on gear and stats..

So obviously all dungeons will had to be split in certain tears/ranks.

Now when party/group of players click to queue to dungeon, system evaluate parties average Gear score, and pick which difficullity they should run. So that even if high GS player enter dungeon, it would not ended up easy run. For him perhaps it would not be as hard as others, but it would make sure that players would start to learn how fight, instead waiting for top players who will clear dungeons for them. :)

So based on parties average gear score they will face certain difficulity.

Now difficulities should be in tears/ranks are:
1) 2k ~2.5k
2 2.6k ~3k
3) 3k ~3.5
4) 3.5 ~ top.
5) no limitation/challenge.
Note: these numbers are not final ones, this is just to give idea how it should work.
Rank/tear 5 is for ones who dare to challenge dungeon at it's max,. Thats mean you can enter dungeon regardless what kind average gear score your group have. And rank 5 counts as all party members would be 4k gs. It's for ones who do not afraid go through serious fights :P



Now, obviously some players would try abuse, like enter dungeon with undressed characters, and when they are inside put on they stuffs and hit over 4k Gs.. To avoid it, system watch groups average gear score, so if gear score increase, difficullity should increase too.

Now some area in neverwinter and even normal dungeons have mechanic which reduce players stats when you are in there. But it's not the best option.


Stronghold Greed of the Dragonflight have cool mechanic. When fighting, dragon summons Dragon Empowerer which buff/increase his stats, Damage resist and dragon outgoing damage.

So by using same mechanic, monsters in dungeons would get buffed depending on which tear players are. If players for example are in tear 1, monsters receive their stats buffed x1 time, if group are at tear 3, thats mean monsters stats are increased x3 times.

Note: this is just idea, concept, for more clear numbers presenting require more detailed calculation. :)

Now also to make one thing.. each dungeons must have own tears/ranks. Because some require 2k gs, in order to enter, while other require 2.5k.
So each dungeon, skirmish and trial should be evaluated separated..
Good side, once implemented, all legacy dungeons could be restored faster.. :)

Now also one thing, higher difficulity also should give higher rewards.
For example in tear 1 u receive artifact at uncommon rank, while in tear 4, you get epic with couple extra resonance stones, or certain other stuffs..
And best rewards should be on tear 5<, the hardest one mode = highest rewards.. So obvious would require reevaluate drop table.. :)

p.s sorry for bad english + i am not used write this much with phone ....
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“The masses have never thirsted after truth. Whoever can supply them with illusions is easily their master; whoever attempts to destroy their illusions is always their victim.
Gustave Le Bon.

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Comments

  • reg1981reg1981 Member, NW M9 Playtest Posts: 1,435 Arc User
    Personally I'd like to see the IL changed to more of a completion rank. With so many new changes since IL was introduced it's irrelevant now.
  • hadestemplar#9918 hadestemplar Member, NW M9 Playtest Posts: 1,176 Arc User
    reg1981 said:

    Personally I'd like to see the IL changed to more of a completion rank. With so many new changes since IL was introduced it's irrelevant now.

    Gear score can only measure how much you invest in your gear. Not players capabilities..
    Not so many players using Combat advantage mechanic. They just smashing keyboard brainlessly. While others hit, flank and then hit in right side and deal extra damage. So even same geared, same build using players could have way to different performance.. :)
    For long time I hoped that this Gear score indicator would be removed from game. But due certain dungeons require certain amount of GS in order to enter, so it's impossible to remove this indicator from game.
    ========================================================================
    “The masses have never thirsted after truth. Whoever can supply them with illusions is easily their master; whoever attempts to destroy their illusions is always their victim.
    Gustave Le Bon.

    ==================================================
  • plasticbatplasticbat Member, NW M9 Playtest Posts: 12,208 Arc User
    edited February 2017
    - nevermind --
    *** The game can read your mind. If you want it, you won't get it. If you don't expect to get it, you will. ***
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