Feedback:User/Beetlejuice/PvE Ranking
PvE Ranking | |
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User | Beetlejuice |
Categories | Player vs. Environment Mechanics |
People like competition and rankings are the way to express said competition. While in PvP rankings and ladders come quite naturally PvE usually has to rely on arbitrary ranking mechanics. Due to lack of alternatives they usually use fast runs or the even worse first kills to build their ladders. Both are very flawed measurements of PvE skill. Fast runs are a lot affected by chance (especially with random dynamic events happening in dungeons) and are more a feat of efficiency and not going to toilet during a run then real player skill. And first kills have even more flaws.
But with GW2s lack of a trinity and therefore encounters that are not enrage timer based it has the unique potential to make reasonable PvE rankings actually work. The difficulty of explore mode dungeons should scale very well by simply cranking up the numbers.
So here is the suggestion. Let players choose the difficulty of lvl 80 explore mode dungeons by giving them the chance to set them to a higher level. Every level above 80 means dmg/hp/healing of enemies is increased by a specific percentage. For the following example lets say a good value would be 1%. So that means if you decide to run an explore mode dungeon on lvl 80 it would be the regular dungeon. If you run it at lvl 90 dmg/hp/healing of enemies will be increased by 10%. This way you can not only handcraft the difficulty of dungeons to your liking, it also allows you to build ladders for each dungeon with the people who beat the dungeon on the highest levels, establishing a PvE ranking system that actually considers player skill and not who logged in first or who has the most stable bladder.