I’m working on the firebirds one right now. Too much damage to get 45 enemies burning at once and too much survivability to die and proc meteor. Both of these are quests in the dungeon. It feels more like I’m fighting the game than fighting the monsters or trying to play well.
Wyatt Cheng: We totally agree but we don’t have a lot of awesome solutions at this time.
I know that’s not a very satisfying answer, but it’s the truth. We have had the same feedback come up internally. We looked at scaling the dungeon based on gear but that ran into other problems too (such as min/maxing the types of gear that you wore to “fool” the autoscaler, which given the variety of legendary items in the game, the auto-scaler was very, very easy to fool).
During development we were juggling lots of conflicting design challenges and we found that in order to make Set Dungeons work as a feature at all we had to pick one of the following:
- not making the dungeons require much execution on the part of the player
- making the set dungeons more gear dependent to succeed
- implement auto-scaling and accept that there will be some weird gearing strategies that you could use to overcome the logic of the auto-scaler because auto-scaling 24 dungeons given the depth of our legendary pool and the rate at which power scales is pretty much impossible.
- Only design dungeon objectives that would never degrade when you overgeared them.
- Have some dungeons that were actually harder with good gear that you’d have to deliberate gear down for.
We opted for a mix of all, but mostly #4 and #5. We want the Set Dungeons to be accessible to a wide audience, but we don’t want them to be trivialized by gear. We do #4 quite often, but every so often we had a quest objective that was particularly flavorful for the set and we opted to accept #5 as a consequence. The Firebirds dungeon is an example of this.
This was the main point of debate about Set Dungeons on our recent podcasts. How do the devs balance pre-made dungeon encounters without endless scaling, given how much characters vary in gear and power levels? It’s made more complicated by sets + legs that require a lot of wind up or that boost power depending on how many monsters are in the area, or under some proc effect, etc. As Wyatt says, in some testing they found that the highest quality equipment didn’t work well with the dungeon (e.g. killing enemies too quickly to get proper proc effects built up) and testers would actually do better with less power.
Obviously the Set Dungeons are getting a lot of tweaking on the PTR, and player feedback is essential to the process.
Click through for several more Wyatt replies/explanations about Set Dungeon design and implementation.