Dungeon and Raid Content Difficulty
We know that the difficulty of dungeon and raid content is determined by your performance as a group. Since I had nothing much to do, I came up with an alternate idea to this, and would love to hear your opinions on it.
So here's how it goes. There are 4 modes of difficulty for dungeon and raid content. Normal, Hard, Challenging, and Impossible.
Normal Mode - The bosses have a moderate amount of mechanics. Dodging is not a must, as getting hit by these abilities will only half health you. Essentially like Normal Mode in WoW. The gear you get from this type of dungeon/raid will be of grade C. (Skill Required: B, Knowledge Required: B )
Hard Mode - Similar to normal mode, but this time dodging is more heavily emphasized. Standing in telegraphed abilities will one-shot you. Bosses in this mode will have more mechanics, and its a must to play around them or it will be deadly to your group. This is similar to Heroic Mode in WoW. The gear you get from this type of dungeon/raid will be of grade B, which is about 15% better than grade C gear. (Skill Required: A, Knowledge Required: A)
Challenging Mode- The mechanical skill required from the player, in this mode, will be the same as Hard Mode. However this time, alongside bosses, the environment and individual mobs will have additional mechanics that you need to know and react to. To give you an example, consider an evil Alchemist's dungeon. One mechanic of the dungeon would be that the Alchemist will release different colored chemicals into the air at different times. Mobs and some plants/items in the environment, will react differently to the different chemicals. Mobs might gain specific attributes or mechanics depending on the chemical used and in what order it may be used in. Plants may grow in size and root your team. They may also cause damage to the dungeon/raid, resulting in rocks and other debris falling on your group etc. etc. Some of the different chemicals could also be poisonous to you or affect your group in different ways. So essentially, you will need to have knowledge of a TON of different mechanics in that particular dungeon/raid. The gear you get from this type of dungeon/raid will be of grade A, which is about 10% better than grade B gear. (Skill Required: A, Knowledge Required: S)
Impossible Mode - Combine the knowledge required in Challenging Mode with solid mechanical skill, and you will get Impossible Mode. In this mode, everything hits harder and dodging is of EXTREME importance. A single person failing to dodge or react to a key ability, can wipe your whole group. The gear you get from this type of dungeon/raid will be of grade S, which is about 8% better than grade A gear. (Skill Required: S, Knowledge Required: S)
So now that I've explained the different difficulties, I'll move on to how to implement this into the game.
Essentially, there are going to be things called Morph Potions. When a dungeon/raid opens, it will spawn in Normal Mode. You can perform a ritual with one of these potions, that morphs the dungeon/raid into Hard, Challenging, or Impossible Mode. The time and resources taken to brew Morph Potions for different modes will be different. Hard morph potions can be made in 1 day, Challenging morph potions can be made in about 4 days, and Impossible morph potions can be made in about 8 days.
The resources taken to make each of these morph potions will also vary. Hard morph potions require moderate amount of resources, challenging morph potions require a high amount, and impossible morph potions require a very large amount. These resources will also be highly varied, hence requiring the assistance of a number of different professions in the game.
Also, If a group performs a hard morph ritual on a dungeon/raid, a challenging morph ritual can overwrite this. Similarly, an impossible morph ritual can overwrite challenging and hard morph rituals. However, both of this can only happen before 30% of the dungeon has been cleared.
So, what do you guys think? I honestly think I spent way too much time on this lol. But I thought it was a cool idea and that it would be interesting to talk about.
EDIT - Significantly lowered the difference in quality between different gear types, as it was a bit much.