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Describe your feature request or suggestion in detail
While you can scale the mobs in a dungeon, there are often a large number of elite mobs on the way to the dungeon. Additionally, there are commonly elite quests that would normally need anywhere from 2-5 players to complete.
I would like to see an option to add autobalance to world elite mobs (player count only, no level scaling) to better allow for sub-intended player count play.
Describe a possible solution to your feature or suggestion in detail
Due to this affecting the entire world it should be off by default.
The setting itself can do 1 of 2 things, with the second option likely being prohibitive due to the amount of work:
When on, scale all elite mobs in the world to a configured number of players
When on, scale all elite mobs down to the configured number of players relative to their intended group size to clear.
Example: You have the setting enabled to scale all elites to 3 players
Mobs that normally expect 5 player groups to clear are scaled down to 3
Mobs that normally expect 2 player groups to clear are not scaled
The second option would require a lot of manual work and I believe is prohibitively tedious. The first option would work well for personal servers running for only 1 or a few players that only play together.
Additional context
No response
The text was updated successfully, but these errors were encountered:
Describe your feature request or suggestion in detail
While you can scale the mobs in a dungeon, there are often a large number of elite mobs on the way to the dungeon. Additionally, there are commonly elite quests that would normally need anywhere from 2-5 players to complete.
I would like to see an option to add autobalance to world elite mobs (player count only, no level scaling) to better allow for sub-intended player count play.
Describe a possible solution to your feature or suggestion in detail
Due to this affecting the entire world it should be off by default.
The setting itself can do 1 of 2 things, with the second option likely being prohibitive due to the amount of work:
The second option would require a lot of manual work and I believe is prohibitively tedious. The first option would work well for personal servers running for only 1 or a few players that only play together.
Additional context
No response
The text was updated successfully, but these errors were encountered: