Or you make abilities that scale based on the size of the "party" doing whatever encounter. Someone soloing would get the base effect. As you get to a full group it would get say maybe double the effect. If that group is in a raid, then the number of people in the raid could further boost the effect by some factor.Elidroth wrote:The only real solution is to make group and raid specific abilities that cannot work outside of those environments. Of course, this makes things that much more complicated on our end having to create double the abilities.
As a theoretical example of this scaling idea, let's say it was an AA which lasted 2 min and it was designed to boost raw damage. Solo mage could use it and maybe it did 50% boost to the base damage of any spell they cast for those 2 minutes. If they were in a group, but not a raid, each additional REAL person in the group would add 8.5% more to the boost, making a full group of 6 giving them 100% to the base of the damage spells cast. If they were in a group in a raid, and assuming the current 54 person max raid size, then the boost could another 3% more to the boost for each person in the raid, taking them to 250% of their base damage of all spells cast during those 2 minutes. All focus effects and whatnot would then stack on top of those.
Would the solo mage use something like that? Yes. Group mage? Yes. Raid mage? Yes. Could the percentage numbers be adjusted, or the scheme augmented with some kind of increasing ranks? Again yes.