6 person dungeons, can they work?

No they wouldn’t have to be retuned at all.

They could just give DPS extra abilities for use in dungeons, like the pvp talents.

I think people would actually find doing dungeons this way fun.

And believe it or not there are plenty enough people like you that prefer the tank and healer set up so there should be no problem. Remember I am talking about an extra queue system not to replace what already exists.

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The 6th would have to be a support class with ability to heal, buff, debuff enemies and dps. Just like the original Red Mage back in FFXI. They were able to debuff mobs, help mana regen, damage mobs, help heal group, etc…

Everquest has 6 player groups and it works. I feel like all they would need to do is tune dungeons for an extra player?

I guess one big difference however is in Everquest you often needed a tank, healer, and a crowd controller spec. Having someone who could cast slow on enemies was also helpful (enchanters were perfect to fill this spot). Im not sure if end game is like that now since I haven’t played much of anything past level 90 on there.

So now you want them to give us more abilities just to be able to run a dungeon? Old Republic tried healing stations and that failed. And Blizz isn’t exactly known for giving us more abilities lately. Not to mention, they’d still need retuned, because even with some special dungeon “here’s a heal and a block for you,” people will still end up wiping if they’re not retuned.

Even as an extra queue, it won’t work. All the DPS will want to run a pure DPS dungeon. And all of the tanks and healers will cry that they’re forced to be DPS now.

The system is fine the way it is.

People just go in those overgeared and can do mythics - they do not need to be retuned.

This game needs changes at the core to keep it interesting. The current system really isn’t all that fine or else this thread wouldn’t exist.

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I mostly play only with friends, and our healer isn’t very geared or skilled. She has her hands full. I make it a point of pride to stay off the healer’s radar as much as possible and use my own abilities to stay healthy.

A (very) few times in pugs I’ve actually been chastised by healers for healing myself. I guess they thought I was disparaging their abilities by avoiding their heals. :woman_shrugging:

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And there’s my point right there: they’d have to be overgeared. What happens when they’re not? What happens when they go in without a tank or healer into a normal as they’re leveling or a heroic the moment they hit min ilevel?

Of course they’d need retuned. Wtf.

You going to send lowbies into Scholo or BRD or Strat without a tank or healer with the way it’s tuned now? Let me know how that works out.

Just make more tanks. Beast masters, demonologists, enhancement, and outlaw should all be able to tank dungeons (maybe not raids).

That is what the additional abilities were for - when they aren’t overgeared.

Anyway, you insist they won’t work so I guess they won’t.

Haha I’ve had the same thing happen to in PuGs. When grouping with friends at a difficult part I’ll always call out that I’m throwing a couple of spot heals to help them out, but they know it’s nothing to do with their abilities, usually a couple of us just got caught by a mechanic we shouldn’t have and now there is much larger damage than they are expected to handle. Or because we have down time during the fight and as dps my heals are essentially free as my dps doesn’t require mana, always good to help top people off between phases.

Mostly though I just tend to stick to mechanics to reduce damage. Avoiding stuff I should be avoiding, interrupting stuff that needs to be interrupted, dispelling that magic buff that grants the caster increased haste and damage, or a massive absorb shield + damage reduction, or of course mass stunning a group, or a mob before they do a hard hitting ability or if the tank is getting lower so the healer has an opportunity to top them off.

These are all ways that dps can reduce damage from an encounter and reduce the load on the healers. If all 3 (or 4 :wink: ) dps contribute it makes it so much easier on both the tank and healer.

No this would be a horrible idea. Enough strain on the healer to deal with 3 dps who stand in the fire or a tank who pulls too much. Also this makes your idea turn into a raid more than a dungeon.

I’d be for this. In fact I would go a step further and just make it 6 dps. Then the healers and tanks go do whatever and all the dps players won’t have to complain anymore.

Eh it doesn’t make it anything like a raid because the content you’re doing is still a dungeon. 6 isn’t a bad number for a group, you’re just not used to it. If you play classic you’ll likely see 5+ people in your dungeons at some point.

As a healer, an extra mouth breather in the group doesn’t make a difference so long as our group skills are adjusted from the 5 targets to 6. Nothing really changes.

If nothing really changes whats the point of going to 6 people in dungeon?

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If it causes problems with the healer keeping up, perhaps there could be a passive +heal benefit for having that 6th group member along. Like an extra 10% healing. I’m just chucking that figure there at random, it would require tweaking to make it fair, of course.

I think Shamans should have a more tanky spec too, even modifying Enhancement to fit the bill.

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To help with the role disparity.

Could be a reason but overall dungeon is fine the way it is.

I think a support healer could be a disc priest, since they can do dps and heal. Or hybrid classes like druids could fill a support role.

I think it would be cool. Could open up a door to something like 4-player hard modes.

Why stop at 6, just make dungeons scale-able from 5 onwards
difficulty increases per player added, and you can run up to a 40man dungeon
Damage out put of bosses increases per healer/tank added specifically or something like that
:grin: