What a bs post.
And I'm not your buddy nor your bro.
The wheel is VERY much broken and they've already, half-heartedly, implemented fireteam number levelling in the Legendary Campaign. That's what should be rolled out.
If you're too stupid or too inexperienced - or both - to not know this then don't keep blurting out garbage.
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Oh the insecurities you must have. The legendary campaign doesn't give better loot for running with more people. The fireteam scalar makes things harder, but not really since there's more people. The legend difficulty while a vast majority does complete it, is not designed for everyone. It's also not the default difficulty. But using that as your example, if the current difficulty was the baseline for solo, I wouldn't care, because you're not asking for it to be easier. But it would be harmful to the people who play the game casually because judging by the topics on the forums, no one is happy with the general increase in difficulty for most content
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Zero points to that entire post. LC is SELECTABLE ✔️ LC has fireteam number scaling ✔️ LC gives better, higher power loot ✔️ Those would be massive improvements to Dungeons and other 1-3 man quests WITH NO DOWNSIDES. The increase or decrease in difficulty is then SELECTABLE not mandatory depending purely upon numbers.
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Saintにより編集済み: 11/22/2024 5:26:32 PMLegend campaign scalar is designed so we don't blast through its content in a hour It's not for the benefit of the solo player. It's also not selectable, it's always active The rewards are one and done meant to expedite the leveling process so day 1 raiders don't need grind 20 light levels worth of gear. If you want harder challenge, select master on the dungeon
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Of course it benefits soloplaying, they even said it does. That it's one and done has nothing to do with anything. That's the nature of the campaign not that it has proper fireteam scaling. Adding more difficulty options is rather my point but make sure they MEAN SOMETHING IN COMPARISON by properly normalization.
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The scalar hasn't been 1:1 since witch queen when it was introduced, we don't know the actual % but if solo players is 1:1 and 2 players is 2:1.5 ish, then how does that benefit the single player? Single player breaks even and 2 players have a advantage. Even without any synergy
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Artisanにより編集済み: 11/22/2024 7:57:21 PMThat the balance wasn't perfect is irrelevant to all the benefits of scaled content with difficulty selections. And that slight imbalance, and it was slight, is far, far less - in a different league entirely - to the imbalance without ie in Dungeons currently, etc
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Dungeons as a 3 stack, relatively easy Dungeons as a solo, relatively hard It doesn't need its own selective easy mode. No one's forcing anyone to solo it and the only merits for doing so are rank 11 for those who care. Dungeons are fine in their present state.
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And by those same examples, how do Dungeons become the same ease for soloplaying? You can't. You can with the LC. How does any similar non-scaled 1 - 3 man content become harder for 3s? You can't. And if you up the comparison to a higher difficulty WHEN THERE IS ONE, then you're still limited to how difficult you can make it for threes and still make it generally even possible for soloplaying. It's just the wrong way to design things. Completely out dated. It only has these downsides and no benefits. Whilst scaled content, difficulty selections, scaled loot has all those benefits and no downsides.
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Group content should not be made easier because someone decided to solo it. That's why the only merit to soloing is bragging rights. I'll take the better rewards for doing it solo, but not at the cost of content being even easier then it is now.
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yeeeeaaahhhhh and then I made clear: you scale....and you ADD DIFFICULTY SELECTORS. Also made clear was that difficulty for groups can be made far MORE difficult than currently because with non-scaled content you are limited to having it still be possible for soloplaying. Its a win/win. And FOR YOU the only merit to solo playing it is bragging rights. You can STILL get bragging rights via a flawless or otherwise, actual, levelled, highest difficulty SELECTION and for others who are NOT only soloplaying for that they get the chance to play at the same de facto difficulty for the same rewards. I aint going to keep explaining this endlessly and all the advantages of fireteam number scaling. Its very obvious and that's WHY they added it in WQ.
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Buddy your fever dream is quite spectacular. Like you're the first and last person I'll ever meet who's upset that the dungeon is easy because it needs to be possible to beat solo? And just so I can make sure I'm following this prescription induced fantasy your solution is add more difficulties with fireteam scaling, because yunno, that makes sense. And that the solo related achievements should be locked behind the hardest difficulty, which is the current difficulty(leveled) And better rewards. While completely ignoring that master dungeon with artifice is already in the game? You have a unprecedented degree of brain rot