No, actually, I was wrong on that part, Apparently I started to believe the games I had in mind not only scaled the exp or hit points but also the damage from enemies.
This doesn’t negate my point, however. It only hints this method is difficult to effectively implement . Nonetheless, in my opinion, due to the way ToS works it is worth to consider.
That is complete nonsense, not to mention you’re just attacking my choice of words. Parties are as important in many other kinds of RPGs and you can compare almost any game to each other as long you can make a fair point.
When did I talk about HP? I explicitly excluded defensive attributes. Besides, see the patch notes from 09.2014:
- Changes to increase health of monster depending on party members (more members = more HP monsters)
- HP increased from 50% to 100% depending on amount of party members (maybe during quests)
ToS encourages players to spread on about three consecutive maps by distributing a similar amount of exp for many monster levels. The resulting mix of player levels, types of monster defenses and elements as well as the better exp rates forces players to party up. Without all of this I wouldn’t have suggested a method which obstructs parties as its side effect.
My suggestion isn’t concerned with the issues op players cause in a zone, like being able to oneshot mobs with their basic attacks, that’s for other mechanics to inhibit. That said, such players still might feel the increased damage from melee/ranged mobs and choose to invite a supporter instead of the fifth dmg dealer.
Lower leveled char aren’t any more or less affected than others. The calculation should be player based as if one lower one’s physical or magical defense.
To reward bigger parties, whether or not HP scaling for non-instanced mobs has been implemented, one could slightly increase the HP of all mobs by default and reduce it again for every additional group member in exchange for mob damage. Alternatively, you could raise the damage less with every new player.
Lastly, so that parties won’t avoid higher level maps based on the level difference we can reduce the damage again.
The same can be said about any other bit of the balance system so to imply it were simpler to improve the supporting builds is naive. Besides, the main point is not to increase a supporter’s usefulness but to improve their demand in a party setup, especially during plain grinding. After all, the more dominate the roles of utility and support based builds get the more interesting the game becomes.
@PsychoRomeo, you did’t introduce any sensible argument so there isn’t much to answer. Just that, this isn’t Diablo or one of its clones where even a 10% dmg increase could lead to you getting constantly one shot.