The rewards are weighted for a team. If you go Solo in a Dungeon as it is now, the rewards still make sense, because you are doing difficult content.
If they scale the Dungeons down for Solo, then the current rewards make no sense because it would be a LOT easier to finish them, and that would start the trend of everyone going solo, because ... it changes the difficulty in favor of a really well designed cheesy Solo build.
I'm just pointing out the mechanics here.
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Eh, disagree respectfully. It’s not like you get 3 loot drops for playing with 2 more people when doing a dungeon
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No, it would not be ALOT easier because that's the whole point of difficulty [b]scaling.[/b] The goal isn't to be able to kill the boss faster than 3 players but at a more reasonable rate. A rate that could've been found if playtesting was done.
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At this point, I honestly don't think most people here know what basic difficulty scaling or normalizing, as in Legendary Campaign, means. It's not as if it's a difficult concept.
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I was actually gonna mention the legendary campaign but someone would likely just say "that's because it's not a dungeon!" They don't want something that's gonna benefit them. This is about elitism over a fkn emblem lmao I could understand if it was for a gun or ornament but Jesus 🙉
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I know. Players are schizophrenic. On one hand they want the game to be improved on the other they can't bear the thought of any change. It's frustrating when players are shooting themselves in the foot.