Damokles wrote: » How difficulty is supposed to scale: -if you are fast in killing the boss, then the difficulty of the next boss will go up -if you are slow, then the difficulty will go down -if too many people die in the boss fight, the difficulty will go down for the next boss -if no one dies during the boss fight, then the difficulty of the next boss will go up Higher Difficulty = better or more materials Lower Difficulty = less or worse materials (quality wise)
Warth wrote: » Damokles wrote: » How difficulty is supposed to scale: -if you are fast in killing the boss, then the difficulty of the next boss will go up -if you are slow, then the difficulty will go down -if too many people die in the boss fight, the difficulty will go down for the next boss -if no one dies during the boss fight, then the difficulty of the next boss will go up Higher Difficulty = better or more materials Lower Difficulty = less or worse materials (quality wise) @Damokles I'd personally also bind it to certain key boss mechanics, so overgeared players/raids would still have to worry about doing those properly. Which would keep them relevant. Very simple examples: A boss places a bomb on somebody. Overgeared players might not even bother taking it out of the raid as they can easily survive the impact of the bomb nowadays. If the bomb however did reduce "difficulty score" they will stay inclined to do the mechanic properly, to ensure the following bosses/bossphases/loottables stay on the highest tier. The boss spawns adds running towards him, if they aren't killed - they'll heal the boss for a certain amount. Overgeared players might just ignore them, as their DPS is easily sufficient to clear the boss. Making those mobs reach the boss decrease the "difficulty score" would ensure, that people do the mechanics properly, no matter how overgeared they are.