Lessen the amount of enemies in Orr
Well Orr isn’t supposed to be an organized picnic for you to slowly smell the flowers.It’s a place filled with undead and you need the help of your friends to do anything.But I get where you coming from.
Well Orr isn’t supposed to be an organized picnic for you to slowly smell the flowers.
Which is exactly why I made this post. Right now it is a picnic. I fight four to six risen at a time, and the few veterans are far too few.
My post header has been changed, I think a better title would be “fewer, but more lethal enemies in Orr”. I say, cut a third of the amount away, make 70% of them veteran, and 5% elite, which leaves 25% normal risen. That way, you’d be more careful when fighting, cause if you over pull, it might get dicey.
My problem with Anets handling of the mobs isnt so much the numbers, but the fact that they all seem to be melee, with a smattering of… rangers here and there. I cant remember having ever encountered a mesmer or a elementalist mob.
So when you get into a fight with say, 4 bandits, they ALL have thief skills, so they chain Steal. Which is extremely frustrating. Or Risen Brutes that all use 2h mauls and just pound away on you with stuns.
There was no thought put into the mobs at all by my estimation. “Melee mobs for all! lol”
Reducing the number of enemies would just make it even easier to run straight past them. Orr is meant as an area where you eventually have to fight if you want to get to something specific. What running past everything leads to can be seen in the dungeons, where people are unable to dodge the most obvious AoEs or even to using their few abilities they have.
There is some learning involved in this game and if you want the Orichalcum, you will have to be able to fight an enemy or two.
My problem with Anets handling of the mobs isnt so much the numbers, but the fact that they all seem to be melee, with a smattering of… rangers here and there. I cant remember having ever encountered a mesmer or a elementalist mob.
So when you get into a fight with say, 4 bandits, they ALL have thief skills, so they chain Steal. Which is extremely frustrating. Or Risen Brutes that all use 2h mauls and just pound away on you with stuns.
There was no thought put into the mobs at all by my estimation. “Melee mobs for all! lol”
Wow. This is exactly what I meant. There is something called running and dodging. The brutes need at least 2 seconds to channel their knockdown. If you cant dodge that I have an advice for you regarding getting better. There are enough enemies out there that make you vulnerable, blind you and may even apply confusion. And Acolytes, Wizards and multiple others are ranged.
(edited by Qbix.4827)
The main problem with orr isn’t the number of enemies or their power, if anything they’re too weak. The problem is it’s like walking through molasses, you’re permanently crippled and constantly yanked back/immobilized. In a game where supposedly mobility plays a large part, they’re doing everything they can to turn it into a tank and spank.
Qbix: I’m surprised you didnt just tell me to l2pnwb out right.
Perhaps you missed the part where I mentioned 2 or more Brutes chaining their stuns? How long does a stun last? At least 2 seconds.
Helps if you read the whole post instead of telling me how to learn to get better. Also the OP wasnt saying reduce the amount of mobs (you had to read successive posts), but to make them tougher.
I stick by my belief that there was no thought put into the mob types.
Reducing the number of enemies would just make it even easier to run straight past them. Orr is meant as an area where you eventually have to fight if you want to get to something specific. What running past everything leads to can be seen in the dungeons, where people are unable to dodge the most obvious AoEs or even to using their few abilities they have.
But it’s not even difficult to run through everything now.
Sometimes you’ll get crippled or immobilized, which requires a stun breaker or two. This is especially annoying when you want to get somewhere specific, and this is something people don’t seem to grasp at all, saying things like “yeah, but it’s supposed to be hard”.
No, Orr isn’t in the least bit difficult. It’s so easy, you never feel threatened. Instead, it’s a tedious chore to battle foes. They aren’t difficult, no where near even a challenge, they’re just waves upon waves of disposable dung being flung at you.
Maybe just reducing their numbers and making them veterans isn’t the answer. There must be a better way, and the solution certainly isn’t by handing out cripples and stuns like candy. That is plain lazy. The enemies in Orr need to feel threatening and fights should be challenging. And it sure as hell isn’t at the moment.
(edited by Azjenco.9425)