hello there fellow players!
as an mmorpg player, at some point most of us get stuck with the pve aspect of the game and instance group construct.
you know, in wow, as a tank or a healer your chances of getting a queue from lfd tool is almost instant as a tank and very very fast as a healer.
but the dd/dps classes are waiting in lines killing time or doing excessive farming or something else, getting far from their focus of doing a dungeon, losing their appetite and so on...
so i'm going to be suggesting my own solution for this; also i'm expecting your thoughts and ideas too. it may be a well brainstorming for the future of games if someone peeks a point in our collaborative ideas some day.
my solution is;
forget 5man construct, change it into a 7man.
why 7?
6 won't make too much difference, 8 will be too much crowd. so 7 is just in the balance point.
also as the logic of the idea goes; there will be 2 more spots for dd classes, less wait time for them, faster groups forming, more buff, interrupter etc. versatility.
ofcourse there has to be a boss-fight arrangement needed for this to be executed. and there's a simple solution for that too; increase mob and boss hp's and add/adjust the enrage timer of bosses for extra dd players added. how this will be? think it like this, after some content patches you get overgeared for that instance right? and you deal more damage then before, it's almost like you have an extra player compared to your previous tiers of gear output. it will be exactly the same. but to adjust this boss/mob side, just added hp percentage and enrage timer will equalise the tier level of the content, it won't have to be adjusted then.
actually this logic has been done for 10-25 man raid compositions and heroic difficulties for some time you know. so the logic to apply is not that unknown to devs at all, just a different size and place. also just like that drop number shall be increased, since it will be pre-raid level or lower i guess no one will oppose an extra drop for our 7man construct, right?
since the number 7 is very close to 10, this should also be applied to the 10man raid composition with same benefits; increasing size to 7x2=14, same logic with extra hp to mobs and bosses, and to make 25man still interesting, its drops can be increased by 1, so 2x14 grp can get 3+3=6 drops by boss, 25man should get 7 drops, overall a faster gearing up for a crowded guild. or keep the 7man grp cell and make it a 28man raid to be equalised.
some downsides coming to mind; casual 10man raiders can oppose to this idea, but if you think about it, overall if you can find just 4 more friends to raid with you, you'll get more drops by run, faster gearing up, more satisfaction.
another; may come from devs btw, opposing to the gearing up speed of players. but it can be negligable when you compare it to the previous unsatisified bored customers' number, since most players play damage dealing classes, they will be happier, more busy with game, they will like you more ^^
by the way, technically i have no idea how impossibly hard or hotfixably easy this can be applied. but as a constructive idea i felt like sharing and here we go.
so what do you say? what are your ideas? (except rolling a tank or a healer ofc pls heh)