This site makes extensive use of JavaScript.
Please enable JavaScript in your browser.
Live
PTR
10.2.5
PTR
10.2.6
2-Man Dungeons
Post Reply
Return to board index
Post by
182501
This post was from a user who has deleted their account.
Post by
424187
This post was from a user who has deleted their account.
Post by
126061
This post was from a user who has deleted their account.
Post by
339501
This post was from a user who has deleted their account.
Post by
468639
This post was from a user who has deleted their account.
Post by
skribs
Dungeons are already off-balance as it is in terms of what you need to go up to the next level. Standard runs in my guild have the following breakdown:
5 man - 1 tank (20%), 1 healer (20%), 3 DPS (60%)
10 man - 2 tank (20%), 3 healer (30%), 5 DPS (50%)
25 man - 3 tank (12%), 5 healer (20%), 17 DPS (68%)
The numbers drastically change from 1 run to the next, including 2 or 3 man dungeons would make it even worse. The problem with numbers changing is this: if you have 2 10-man runs you gear up 4 tanks. Going to a 25-man, all of a sudden you need MORE people (2 1/2 10-mans) but need LESS tanks. So one tank has to get a DPS off set or sit out, despite the fact you already don't have enough if you're barely doing 10-mans.
I think Blizzard should update from 5-10-25 to 6-12-24.
Post by
182501
This post was from a user who has deleted their account.
Post by
524425
This post was from a user who has deleted their account.
Post by
Monjaru
I think Blizzard should update from 5-10-25 to 6-12-24.
I'm curious, how would that fix anything?
6 - 1 tank, 1 healer, 4 DPS
12 - 2 tanks, 3 healers, 7 DPS
24 - 3 tanks, 5 healers, 16 DPS
I don't see that fixing the problem you're talking about. That's because you're breaking it down wrong.
What he's looking for is a way to break down groups to a static % Tank, % Healer, % DPS. The current 5-10-25 man set up doesn't allow for that, however, the suggested 6-12-24 does.
6 - 1 tank (16.67%), 1 healer (16.67%), 4 dps (66.67%)
12 - 2 tanks (16.67%), 2 healers (16.67%), 8 dps (66.67%)
24 - 4 tanks (16.67%), 4 healers (16.67%), 16 dps (66.67%)
Hope that makes it a bit more clear. :)
Post by
kemppy
i have many reservations, but i think if the dps was a DK or hunter (only cos pet can tank) or something that can get hit hard as hell, then it MIGHT be ok, but damn hard too do, and i am not made of solid gold
Post by
524425
This post was from a user who has deleted their account.
Post by
Monjaru
Yes, that makes sense now. It would be an improvement, but besides instituting the 6-12-24 style instances, they'd also have to have fight mechanics for 24-mans force 4 tanks. Otherwise, guilds would just take 3 tanks anyways for the extra DPS. I can realistically see this working though. I was thinking the same thing. The only way I could see them implementing the need for 4 tanks would be either significantly increasing the time on dangerous stacking debuffs on bosses, or making adds that apply similar debuffs as the boss which would require multiple tanks. Something along those lines.
That'd get repetitive pretty quick though, so it'd only work for every couple bosses at most. They'd need some other quirky details to create a need for more tanks for other fights.
I haven't really devoted much time to thinking about it, but that's all I can come up with off the top of my head.
Post by
Robyn
I quite like the idea of 2-man dungeons which are balanced around single elite or double elite encounters. That's do-able with most 2-character teams in the game, as long as you have *something* that can tank a bit, and there are a lot of people out there who like to duo.
Of course you'd have to award lower iLevel gear so that people will still want to 5-man, but it's basically the same as 10-man vs 25-man raids.
Post by
dpoyesac
There are lots of 2-man dungeons in the game. Pretty much on a daily basis my brother and I run a variety of 2-man dungeons that are fun, interesting and challenging. Some encounters have been very tough and have forced us to learn, grow, improvise and become better at our classes. We are better players because of our experiences in these 2-man dungeons.
What's more, we've even been rewarded by nice loot from these 2-man dungeon experiences! Yesterday I finally got the
Swift White Hawkstrider
, and hopefully soon we'll see the
Swift Zulian Tiger
! Even when we don't get loot, we are working on completing
some
achievements
.
Now, maybe what the OP was hoping for were 2-man dungeons tuned
for the current level of content
. Now, to me, that just seems like a waste of time and design resources when there are plenty of things still in the game that still have untapped fun left in 'em.
Post by
AngelXyria
There are lots of 2-man dungeons in the game. Pretty much on a daily basis my brother and I run a variety of 2-man dungeons that are fun, interesting and challenging. Some encounters have been very tough and have forced us to learn, grow, improvise and become better at our classes. We are better players because of our experiences in these 2-man dungeons.
Exactly which dungeaons are you refering to? And which classes are you and your friend playing? Just curious... ^^
Post by
126061
This post was from a user who has deleted their account.
Post by
skribs
Actually I was thinking more along the lines of the ratio being 1 tank - 2 healer - 3 DPS. This way you can have an AoE healer and a tank healer (think disc priest and resto shaman) in a 6-man and the run can include multiple types of encounters while allowing for the healer classes to once again become a bit more specialized. In the case of the 24-man then (4 tank, 8 healer, 12 DPS) you could have 1 healer per tank and then the other half your healers on raid.
I'm not suggesting every boss require 4 tanks, but at least every wing have a fight which requires 4 tanks. This could be due to a stacking debuff (e.g. Gormak), a debuff and an ability with synergy to it (bear boss in ZA), a split cleave (marrowgar), multiple mobs needing to be tanked by multiple tanks (adds on Anub'arak in ToC), tanks needing to tank the boss in multiple locations (e.g. Alar in TK), etc. That way you don't go from needing 2 tanks per 12 man to 3 tanks in a 24-man, and the tank set the 4th person got is wasted.
There could easily be a boss with one of the above attributes, followed by a boss that needs 2 tanks. However, it gives a reason to gear up the 4th tank beyond just the smaller run.
Post by
441873
This post was from a user who has deleted their account.
Post by
VOwashere
I think Blizzard should update from 5-10-25 to 6-12-24.
I'm curious, how would that fix anything?
6 - 1 tank, 1 healer, 4 DPS
12 - 2 tanks, 3 healers, 7 DPS
24 - 3 tanks, 5 healers, 16 DPS
I don't see that fixing the problem you're talking about. That's because you're breaking it down wrong.
What he's looking for is a way to break down groups to a static % Tank, % Healer, % DPS. The current 5-10-25 man set up doesn't allow for that, however, the suggested 6-12-24 does.
6 - 1 tank (16.67%), 1 healer (16.67%), 4 dps (66.67%)
12 - 2 tanks (16.67%), 2 healers (16.67%), 8 dps (66.67%)
24 - 4 tanks (16.67%), 4 healers (16.67%), 16 dps (66.67%)
Hope that makes it a bit more clear. :)
If Blizzard would ever do this, I will forever twitch due to the fact that the numbers don't end in either 0 or 5. OCD's suck don't they?
On Topic: I could see something like this, like a watered down version of a 5 man where it could be similar to a timed run and you just have to burn through mobs and one boss for some kind of Loot in the end and if you failed to reach the end before the timer expires, the reward item would be of a lower quality. (kind of like a 3 drake OS run, more drakes better loot)
Post by
skribs
Well I twitch because 25 isn't a multiple of 10.
Post Reply
You are not logged in. Please
log in
to post a reply or
register
if you don't already have an account.