Rannos
05-19-2010, 07:22 PM
I have been talking to quite a few players in game- the players who are playing often like myself- and were wondering if we could reconceptualize the mini dungeons and move away from just an additional level.
Even in the description, they is designed for the top-end of the level limits for each dungeon, so why not test those top-end players with top-end bosses?
Here's the basic idea: a mini dungeon that has all the bosses from the map pack (similar to now), but make it linear and each boss is exponentially (might be too strong a word) harder. This way, those groups that are capable can move further through the zone than pugs are capable, challenging groups to beat the last boss. What do I mean by a challenging last boss? Make it a lvl 40+ boss (in Ancient Swamps).
Loot would improve with the boss that was defeated (i.e. The last boss always drops one tier 1 pink). Loot rules would not necessarily need to be changed prior because the best loot will only go to solid groups using teamwork. Farming, though it can be fun, shouldn't be the best way to get the best loot. Additionally, if someone in the group is too high a lvl to gain experience from the mobs, disable the loot- or drastically reduce the likelihood drops.
This would also separate farming groups from exp groups when looking for a game. If anyone has ideas to add, please do.
Even in the description, they is designed for the top-end of the level limits for each dungeon, so why not test those top-end players with top-end bosses?
Here's the basic idea: a mini dungeon that has all the bosses from the map pack (similar to now), but make it linear and each boss is exponentially (might be too strong a word) harder. This way, those groups that are capable can move further through the zone than pugs are capable, challenging groups to beat the last boss. What do I mean by a challenging last boss? Make it a lvl 40+ boss (in Ancient Swamps).
Loot would improve with the boss that was defeated (i.e. The last boss always drops one tier 1 pink). Loot rules would not necessarily need to be changed prior because the best loot will only go to solid groups using teamwork. Farming, though it can be fun, shouldn't be the best way to get the best loot. Additionally, if someone in the group is too high a lvl to gain experience from the mobs, disable the loot- or drastically reduce the likelihood drops.
This would also separate farming groups from exp groups when looking for a game. If anyone has ideas to add, please do.