Scaling Hp of mobs in Events

Scaling Hp of mobs in Events

in Dynamic Events

Posted by: sportman.7329

sportman.7329

hi, i have noticed major flow in the events that happends in Cursedshore mostly

the scale of the “normal” mobs in the event is really horrible i mean kinda low
there r classes like Necro mesmer who have issue tag fast mobs as warrior ,gurdian etc
so why not just make normal mobs that spawn from event only scale with more hp
lets say having hp of Vetern but defense and power of normal mob that way it allow people play any class they want for farming and any build they enjoy include condition build for farm
also it may slove some issues like
1. mobs die before they spawn! due to insane aoe on the area where they should spawn
2.when there is alot people doing the event due to bad optimization of the game engine ppl can not see mobs in time when they spawn and they see mostly dead!

now all this can be sloved easy by two ways
1. once mobs spawn in event you can not hit them for 1 -2 seconds
2. raise hp of the normal mobs to scale with amount of people that doing the event
and i mean raise not like it now that they die before they spawn!

Scaling Hp of mobs in Events

in Dynamic Events

Posted by: CaitlinJF.1720

CaitlinJF.1720

I’d like to second this. : ) I visited Orr for the very first time yesterday, and while I found the area entertaining, I was a little disappointed to see that literally all event mobs died before they even spawned. People know the exact locations of spawns and simply spam their AoE skills there so that the moment something pops up, its automatically dead again.

It would be nice to see more mobs that required actually fighting.

Scaling Hp of mobs in Events

in Dynamic Events

Posted by: papryk.6273

papryk.6273

I play mesmer and I have difficulties to kill mobs most of the time in DE…because they die before I can even use a skill sometimes…
Scaling their HP would be a great idea. Anet should do something about this.

Scaling Hp of mobs in Events

in Dynamic Events

Posted by: sportman.7329

sportman.7329

ture, game developers should fix this.
cuz its make the game unplayble for people who love do events
but dont wanna be playing warriors like eveyone does

Scaling Hp of mobs in Events

in Dynamic Events

Posted by: bpphantom.8243

bpphantom.8243

In several of the DEs I generally nab for my daily completion the mobs can’t be affected for several seconds after spawning, though I have seen several where they can just be spawn melted.

“Do what you can, with what you have, where you are. Then leave the rest to Batman.”

Scaling Hp of mobs in Events

in Dynamic Events

Posted by: Dee Jay.2460

Dee Jay.2460

Well a lot of the time the mobs are invulnerable for some reason but yes, this is a huge problem.

In general, HP scaling is completely off.

On one hand, the waves of trash mobs die within seconds, seemingly not scaling at all.

On the other hand you have Champion mobs with so much HP it takes dozens of people ages to kill. Nobody likes tanking and spanking for 5+ minutes.

In my opinion scaling in events should work something like this:

1 player: Mob HP 100%/ Mob Damage 100%/ Number of mobs 100%

2-5 players: + 10% mob HP per player / + 5% damage per player / +20% mobs per player

6-15 players: +10% mob HP per player / +5% Damage per player / +10% mobs per player

15-25 players: +5% mob HP per player / +2% Damage per player / no additional mobs

25+ players: replace all mobs with Veterans ;D

So, say your standard base defense event spawns a wave of 5 mobs, each with 10.000 HP, 1000 DPS.

This would then 10 mobs with 14000 HP and 1200 DPS with 5 players participating.

With 15 players participating you’d then have 20 mobs per wave with 25000 HP dealing 1750 DPS.

With 25 players participating you’d have the same 20 mobs with 30000 HP and dealing roughly 2000 DPS.

Now, none of this would make events actually challenging with a large number of people. But it should ensure everyone can at least tag a mob before it dies to AoE spam.