Tags: Difficulty, Systems, Dungeons, Progression, Leaderboard
To: Funcom, Inflexion (Tencent)
Hi, I’ll make this short and to the point.
Suggestion: Incorporate a new difficulty system for dungeons as well as a party system.
Difficulties: Normal, Hard, Barbaric, Legend
What the new difficulty system looks like: Normal, Hard, & Barbaric each have a list of weapons, armor and items you can obtain through completion of the dungeon (players still have to loot chests). Weapons and armor have a chance to drop while items (like hardened steel, dyes, etc.) are guaranteed. Higher difficulty = higher % chance at obtaining weapons and armor.
Legend difficulty is for players wanting to be recognized for their hard work. Legend provides only exclusive cosmetics (but also receives the same % chance at Barbaric loot), and a spot on the legend leaderboard for the server.
What does the Party system look like: Experience isn’t shared among players in the party system. The party system is useful mostly for tracking other players, and for entering dungeons which increase the difficulty by a small % based on how many players are in the party (max: 3).
So, if I entered a Normal difficulty dungeon with 2 or 3 people, the difficulty will be raised ABOVE Normal difficulty (but below the next categorized difficulty) a slight % to accommodate for the number of people in the party. This means, enemies get a small bump (per player) in all stats.
Why does this suggestion have any value at all?
clarity, replayability, social play, and prestige motivation aka LONGEVITY
Thanks for reading.