Get rid of Invulnerable in most cases
I support this.
I have lost count on how many times a enemy has gone invincible and regened to full life…
OUT IN THE OPEN.
ie: Open Flat Terrain.
Lady Alexis Hawk – Main – Necromancer
Ravion Hawk – Warrior
Another thing that happens as well is sometimes enemies are running to an event start location (centaurs like to do this) and are invulnerable until they reach that magic point. I’ve forgotten what map it is (centaury area) but you can see one of the bosses run from one lush green anti-centaur area to where he’s meant to be. I as a character would like to do that, just casually run invulnerable across the map without a care in the world :P.
It’s also like enemies get bored of you, you’ve traded hits, he’s a half health, you’re slightly damaged and then he walks off to heal, before suddenly coming back to you with full health and a motive to kill- and that’s sometimes before you’ve lured them out of their invisible comfort zone. Making them run may make them worse.
I see why invulnerability is added. It’s to prevent players from farming enemies by ranging them from a spot where the enemies cant possibly hit the player and to make it so that if you want to kill an enemy then you should at least do so from a place where he can kill you too.
Enemies resetting is due to excessive pulling them out of their zones. This can be exploited too. For example when fighting a boss that spawns mobs. One can bypass the difficulty of the boss by pulling him out of the zone where the mobs are and attacking him there, or go into a higher level zone and simply pull mobs to things like town guards, or keep kiting him at the edge of his zone forcing him to go run back to his ‘area’ and keep hitting him from outside of it.
It can be annoying sometimes but it’s probably a necessary evil.
Yes and no Zero. I can understand why it’s there but it’s more of a hindrance to the game than anything. Yes you can possibly farm enemies this way but that is why I suggest putting fleeing enemies into the game. They already have the capability to detect if you are at an advantage, all they need to do is simply have the enemies run away.
And even still, why should we be not allowed to take advantage of higher ground? If the capability is there, then we should be able to exploit that if we so choose. Easy way around this is to either have enemies flee, or hide, or be able to fight back with ranged attacks.
There are many ways around this. It’s not a necessary evil, it’s an unnecessary restriction in the game.
as an ele, sometimes my opening auto attack crits for 700 (low, i know – i am working on it). because i think it “spikes” the target as an opening move, enemies go invulnerable, so i have to run away and then go back when they reset.
Which in turn results in either them healing back to full, or you having to wait for FAR too long for them to be vulnerable again. Either way, it’s a hinderence as a mechanic and should be done away with.
I like the invulnerable mechanic. It adds a really challenging element to certain fights, especially since some foes can fully heal if I’m unaware of how to crack invulnerability.
I like the invulnerable mechanic. It adds a really challenging element to certain fights, especially since some foes can fully heal if I’m unaware of how to crack invulnerability.
I am inclined to agree with you, though the mechanic could use some tuning. It is a pain in the kitten to be on a gentle, sloping hill running around trying to find the sweet spot.
They’re special! They got aspirations.”
Finn the human
The invulnerable mechanic doesn’t really add a layer of challenge to combat, in fact it detracts from it. This is quite apparent in underwater combat. In many cases all people have to do is get into a position above the enemy and they immediately go back to their original position and regain full health thus negating any damage you might have done to it. This is even more detrimental when it’s a boss that you’ve been beating on for the last 5 minutes only to have it reset and all your work is gone.
Now, an argument can be made for “well it makes you become more aware of the radius that the boss can fight in and you have to work within those areas.”. My response to this is simply that if I want to fight something, I should be free to use the terrain to my advantage much like enemies are free to do against me.
I have no problem with archers up on rooftops shooting at me, in fact I expect it, but this means I should be free to do the same.