Make PVE More Challenging
- Event bosses suffer from poor DE scaling, which is already being discussed on a number of threads.
- PvE challenge is about right for players on the same level of the area, once you over-level it becomes trivial, despite the downscaling.
- Each dungeons is its own thing and needs to be treated as such. Devs seem to think explorable mode is too easy. I find them challenging, but not exactly hard.
The biggest flaw and gripe I see/have with world bosses is most of them easily get pushed into a corner.
I’m very thankful that our stuns, dodges, cripples, and bleeds are able to affect bosses thus training us to keep up our DOTS and use our immobilizers efficiently but it turns into a mundane button mashing frenzy that makes your screen fill up with casting effects.
Khol (the one eyed giant that occasionally attacks a Char outpost) is a great example of a World boss that keeps you on your toes even though he could use a few more attacks/abilities.
The rewards need to be amped up a bit since I hardly see people willing to take on bosses for 90 Karma in lower-level areas. Especially since it takes so long to beat one. I think they should lower their HP, yet make them more interesting and challenging. If they take out the ability to stun bosses altogether I’ll be very happy as we’ll see less bosses getting cornered and pinned to a wall.
(edited by X The Manimal.5293)
“Trash” mobs need to have more HP scaling when a lot of players are participating in an event, for starters. Watching every single enemy fall in one or two seconds to AoE spam – particularly from elementalists – is terribly uninteresting.
That’s why I want there to be armor that downlevels you past the area cap in exchange for higher level loot. That fixes the problem of PvE not being challenging and not being worthwhile in lower level areas simultaneously.
Voluntary downscaling in exchange for increased rewards would be fun. GW1 had Hard Mode and it was a blast.