Mob respawn rate discourages exploration?

Mob respawn rate discourages exploration?

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Posted by: Haven.6531

Haven.6531

Hello all,

I am relatively new to Guild Wars 2, so if I am not making a valid point then please feel free to tell me.

Throughout my leveling (currently level in my 40’s) I have came to the conclusion that mobs in guild wars 2 spawn at a very fast rate. In fact, it re-spawns so fast that by the time I start on the 4th consecutive mob, the first one has most likely came back.

As a player, this discourages me to explore the map. In a cave, the respawn rate is so fast that I am unable to venture further into the cave due to the mass amount of mobs that spawn. Not only that, but because of the strength of these mobs I usually die because I cannot escape combat.

One particular incident is the dynamic event in Timberland falls in which I have to kill a Fire Imp that has destroyed an Asura’s research. The mob was a veteren but spawns so many smaller mobs that all do fire damage that I simply cannot do anything but die.

Does anyone else feel this is true for them?

At any rate, I suggest that mob re-spawn rates should either be lowered or adjusted depending on players in the area. (not map because a map is fairly large and players can be concentrated in other areas)

This will encourage solo players like myself to explore areas and truly “discover” the map, which is the intended experience Guild Wars 2 wanted to provide the players with.

Mob respawn rate discourages exploration?

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Posted by: Nels the Cornwhisperer.8025

Nels the Cornwhisperer.8025

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.

How far that little candle throws its beams!
So shines a good deed in a naughty world.
- William Shakespear

Mob respawn rate discourages exploration?

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Posted by: Iruwen.3164

Iruwen.3164

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.

Iruwen Evillan, Human Mesmer on Drakkar Lake

Mob respawn rate discourages exploration?

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Posted by: Nels the Cornwhisperer.8025

Nels the Cornwhisperer.8025

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.

How far that little candle throws its beams!
So shines a good deed in a naughty world.
- William Shakespear

Mob respawn rate discourages exploration?

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Posted by: Iruwen.3164

Iruwen.3164

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.

Iruwen Evillan, Human Mesmer on Drakkar Lake

Mob respawn rate discourages exploration?

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Posted by: Nels the Cornwhisperer.8025

Nels the Cornwhisperer.8025

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.

How far that little candle throws its beams!
So shines a good deed in a naughty world.
- William Shakespear

Mob respawn rate discourages exploration?

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Posted by: Iruwen.3164

Iruwen.3164

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.

Iruwen Evillan, Human Mesmer on Drakkar Lake

Mob respawn rate discourages exploration?

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Posted by: Haven.6531

Haven.6531

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.

Mob respawn rate discourages exploration?

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Posted by: Astral Projections.7320

Astral Projections.7320

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.