Quote:
Originally Posted by kaplin42
I could swear i brought this point up early in the thread. It would work like this:
3 variations of a raid/dungeon, easy, normal, hard. We will use raids as an example. each boss encounter in this raid has it's own set of 20 abilities.
On easy, each boss will RNG 5 of it's unique abilities, normal will be 10 and hard will be 15.
This means that a guild will rarely ever have the same fight as they had before and will never actually know what is going to happen. This would actually keep raiding kind of fresh. Sometimes the encounter would be very easy, sometimes it would be really hard, but it would never be the same thing.
"Death ray in 3 seconds, melee joust out"
Obviously the details would need to be worked out, and the actual number of things to be refined, but no encounter should always be the same.
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As long as those abilities are the same after each wipe. If the abilities are changing during each pull then progression would be a nightmare assuming that the abilities are in fact game changing.
If the abilities are minor, then it would defeat the purpose. If they are major, then they need to be static after the first pull. Dealing with 20 Random, major abilities that change per pull could bring progression to a complete stop.