Mob respawn rate discourages exploration?
There are a number of places where this is a huge problem. There are also a number of places where mobs respawn so slow that it’s just stupid. With that said, I had no problem exploring the entire map solo.
Pulling, positioning, strategy, and knowing when to run for your life are all good things. And if you can’t tackle group events solo, that’s probably why they’re called group events.
So shines a good deed in a naughty world.
- William Shakespear
Yes this is a problem, especially for classes that need to kite a lot and have pets/illusions/minions that further aggro mobs. Also, respawning mobs have instant aggro and many of them have long lasting immobilizing abilities. So if a mob that can give you such a condition spawns right onto you, you’re already in a fight and don’t have your cooldowns or “oh sh… button” ready – good luck.
Instant aggro, quick respawn and also the very dense placement of mobs, even in start areas (first noticed that in the Sylvari start area around the Krait Blood Witch event) is also a problem in areas where other players killed mobs before, which you eventually don’t now. Then all of sudden you’re right in an area full of respawning mobs, and finding a place to run where all of them lose aggro can be hard somtimes, especially if you’re in a cave. It should always be possible to run to a place where you lose aggro from all but two mobs, which often isn’t the case. Which means you either run out of that place completely and have to fight your way though again, or you just die.
It’s not hard to run from mobs. Ranger step, like you did in Guild Wars 1. Use your dodge. It’s really not that hard, and besides, after level 20 or so, it’s not hard on Elementalist, Ranger, Mesmer, or Thief, to handle five to seven enemies at once. I haven’t played any other professions enough to really know, but seriously, you’ve got every skill you need to survive, all you have to do is use what’s at your fingers.
So shines a good deed in a naughty world.
- William Shakespear
Skills have cooldowns, dodging needs endurance and immobilize cannot be dodged once applied anyway. And as I said, you also need a place to run to.
I have yet to find a place where you’ve got nowhere to run to. Everyone’s got at least one stun break, and if you don’t have condition removal to get rid of immobilize, it’s your own fault. And ranged immobilize will never hit you if you ranger step and dodge.
So shines a good deed in a naughty world.
- William Shakespear
How do you get rid of cooldowns magically? I have found a ton of places, almost every cave since ANet decided to place mobs so unnaturally and dense that it just looks like that – intentionally placed. So you have to fight as many of them as possible. Also, if you’re in a fight already, you’re way slower than ooc.
The main problem I’ve been facing is not taking down the mobs, but that the mobs come so fast that I don’t have time to regenerate my health out of combat. I remain in combat for so long that I end up fighting a mob with 10% health. (I use my heal every single time it’s on cd and i’m low on health so it isn’t the issue of not using heal)
And I can only dodge twice or three times before I lose endurance and those range mobs shoot pretty frequently. Without endurance, I simply eat those range projectiles.
The respawn rate does discourage exploration. You kill 5 or 6 mobs then they are all back by the time you finished with the last one. You remain in constant combat at one spot and can’t explore. If they slowed the respawn rate to something reasonable you could work your way thru them, explore the cave then leave before they come back. The respawn rate was fine at the start when everyone was packed into the same areas and everyone needed to kill the same mobs to level. Now that people are spread out across the game it needs to be slowed down to take in a account a lower per area population.