Description:
I would like to suggest increasing the maximum party size from 12 players to 15, 18, or possibly 20 players.
This change could apply to all types of content. However, if increasing the party limit globally would have a significant impact on the game’s economy or balance—especially because players can use alternative accounts—the larger party size could be restricted to specific endgame instances, such as:
- PvU
- Tower of Trials
- Other high-difficulty endgame content
These instances are already extremely difficult to complete in full, with PvU being one of the few exceptions under certain conditions. Increasing the party limit would allow larger groups to participate together and would provide more flexibility when organizing teams.
Why is this a good idea?
Organizing a complete 12-player party is already difficult, especially when there are more than 12 interested players. Someone frequently ends up being excluded because the party is full.
A higher party limit would:
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Allow more players to participate without leaving guild members or friends behind.
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Encourage larger guild and community activities.
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Increase party composition diversity by allowing more support classes, buffers, damage dealers, and utility roles.
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Make difficult endgame instances more accessible without necessarily reducing their mechanical difficulty.
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Encourage players to experiment with different party setups instead of prioritizing only the most efficient classes.
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Help bring together larger groups that currently need to split into separate and potentially incomplete parties.
The objective is not simply to make the content easier, but to make group organization more inclusive and allow a wider variety of classes and roles to contribute.
What risks or downsides does it have?
The main concern would be the potential impact on game balance and the economy.
Since players may use alternative accounts, larger parties could potentially:
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Increase the number of rewards generated per instance.
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Make certain content significantly easier than intended.
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Encourage excessive use of alternative accounts for additional rewards.
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Reduce the value or difficulty of some endgame achievements.
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Cause performance issues when many characters, effects, and skills are displayed simultaneously.
To reduce these risks, the increased party limit could be restricted to selected endgame instances. Reward eligibility could also be limited or adjusted—for example, by using account-based restrictions, minimum participation requirements, or a maximum number of reward-eligible characters per party.
Additional Info:
A possible implementation would be to keep the standard party limit at 12 players for normal content while allowing parties of 15, 18, or 20 players only inside specific endgame instances.