Plenty of people complain about party make ups, too many people looking for multiple CW's in their groups making it more difficult for others to get into DD groups.
They way I see it, there are two legit solutions. I've read others who want to give a bonus, or a buff, or force gear to be centered around individual classes, in an attempt to force people to vary their groups. Forcing doesn't work, it only breeds resentment and pushes people away.
One solution is to design the dungeons and boss fights in a way that encourage the use of several classes. I won't go too deep into this, because it would be all on the devs to figure out, and isn't my solution.
My solution, option two in my eyes, is to re-tool party limits in the following manner:
Parties contain six total slots.
The first person in the group of each particular class counts as a single slot. The second person in the group of any represented class counts as a slot and a half. The third member of the same class counts as two slots.
Want to run all CW's and a DC?
DC - 1
CW1 - 1
CW2 - 1.5
CW3 - 2
5.5 slots. No more room for anyone else, you're only running a team of 4 at that point. Any party with three members of the same class will only be able to slot 4 members total.
Want to run 2-2-1?
DC - 1
CW1- 1
CW2 - 1.5
TR1 - 1
TR2 - 1.5
6 slots. Any party containing two members of two like classes will only be 5 members strong.
Want to run 2-1-1-1-1?
DC - 1
CW1 - 1
CW2 - 1.5
TR - 1
RH - 1
GF - 1
Oops, 6.5 slots. No go.
The only way to run with 6 people in your group is to have one of each class. One of the things people say about running with multiple CW's is that the damage boost helps speed up the run. I'd have to imagine that having a 6th member would make up for that and help speed things up as well.
So, no buff, no bonus stuff for running a varied party. What do you get? You get to carry another member into the group all together!
This won't impact people who want to run parties of four to farm particular dungeons and only split the loot 4 ways, and it gives a nice incentive to run with a party containing one of each class. Once more classes are added, it will allow for some changes in which classes those six are, but for now you are limited to one of each.
This would work for PvE but how would it work for pvp, GG, and I don't see the fairness of an extra person... Why do we need one of each for PvE?
This system would punish players who want to play together but are the same class for no reason other than "variety"
Sometimes I do spellplague with 3 rangers because they all need gear and we are not leaving them out.
There is no reason to have one of each class, each party composition is dependent on each of the individual player's builds/gear/play style. If you are a tanky dc why do you need a tank, if you have a tank maybe you can run dps dc...
0
twstdechoMember, Neverwinter Beta Users, Neverwinter Knight of the Feywild UsersPosts: 630Bounty Hunter
edited December 2013
This is PvE only, sorry for not making that clear.
0
twstdechoMember, Neverwinter Beta Users, Neverwinter Knight of the Feywild UsersPosts: 630Bounty Hunter
edited December 2013
You still have that ability, especially once they add additional classes into the mix as well. Once there are multiple classes that can do similar things (Control/DPS/Healing) all based on their particular build, then it becomes more effective in promoting multiple party configurations.
Of course, the easier alternate method of doing the same thing is locking dungeon parties to 5, unless everyone is a different class, in which case, an extra slot is unlocked that can only be filled by the (a) class that is not currently represented.
For that to happen there needs to be more GWF's and TR's that have a clue how to spec for PvE...........I don't want an Iron Sent GWF in my VT run. sry go play PvP. A destroyer on the other hand.......
I also have no interest in a perm-stealth TR that tickles bosses, Idc if they can solo it in 20minutes............I want a quick run.
Comments
This system would punish players who want to play together but are the same class for no reason other than "variety"
Sometimes I do spellplague with 3 rangers because they all need gear and we are not leaving them out.
There is no reason to have one of each class, each party composition is dependent on each of the individual player's builds/gear/play style. If you are a tanky dc why do you need a tank, if you have a tank maybe you can run dps dc...
Of course, the easier alternate method of doing the same thing is locking dungeon parties to 5, unless everyone is a different class, in which case, an extra slot is unlocked that can only be filled by the (a) class that is not currently represented.
I also have no interest in a perm-stealth TR that tickles bosses, Idc if they can solo it in 20minutes............I want a quick run.