Delves are incredibly controversial.
Some players love them, some despise them.
But one of the biggest battlegrounds has been on how they factor into progression.
Those who love delves dislike that the progression is hard capped at “heroic quality, but worse stats”, while those who dislike delves don’t like that players can get “almost” raid quality gear in solo content.
I for one find them to be one of the areas in which the game has more potential than I’ve seen in a while.
Delves are simple enough that they can be rapidly changed not just from one season to another, but even within a season. They can incorporate huge enemy and mechanical variety without needing to feel as coherent as a raid or dungeon. They offer options for both solo players or small groups.
Most interestingly, as solable content, they offer an opportunity for individual difficulty to be scaled up to a degree not appropriate for standard progression. When you have a raid of 20 people, you can’t expect all 20 of them to be flawless - that’s why most bosses are nerfed after the mythic race.
But a single player is able to bash their head into a challenge as many times as they want without letting people down, so to speak.
With that in mind, Delves offer a peculiar option for progression - massive personal difficulty spikes.
The question is:
How would you implement that?
How would you design a challenge that is so difficult, it should be comprable to the experience of high level mythic dungeons or mythic raiding?
How would you design such an experience in a way that doesn’t become completely unbalanced due to class structure (Such as Zekvir ?? being doable as a 560 shadow priest, trivial as a 580 windwalker and harder than mage tower as a 610 Marksman)?
How would you create a challenge that maintains delve’s fundamental variability without being so repetitive or grindable that the challenge is “solved” and everyone just copies the winning formula each week?
For my 2 cents?
Remember week 1, before the series of nerfs, when you had low item level and the delves seemed dauntingly impossible?
Did you see how some players figured them out? Kiting groups around for ages, CCing as much as possible, finding weird pathing and positioning, while using the dungeon’s own mechanics (like spores or rail carts) to help manage the content?
I think that’s the direction to go in.
Don’t make it a pure numbers game, make it closer to a puzzle - where the solution is unique to each delve layout and requires a use for each of your tools, new items and whatever other restrictions are imposed - in ADDITION to the standard mechanics, DPS and gear checks we expect from end-game content.
Still, I’d love to hear what bright ideas the community has.