Reasoning behind monster reset mechanic?

Reasoning behind monster reset mechanic?

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Posted by: Cheby Shev.4671

Cheby Shev.4671

In general, I prefer the open world content, and fighting veteran and champion monsters is one of the more interesting challenges when playing as a single player. However, it sucks when all of a sudden the monster you’ve been battling for 15 minutes turns and runs, and immediately regenerates to full health, while I’m still attacking it, and while my conditions are still ticking for damage. Adding to this, as soon as the monster runs back inside some some invisible fence, it turns back and begins attacking me again with full health. What is the reasoning behind this reset mechanic? Pardon me for thinking so, but it seems artificial and cheap. Isn’t there some better and more creative way that this could be designed?

Reasoning behind monster reset mechanic?

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Posted by: Catisa.6507

Catisa.6507

Mobs aggro have to reset at some point or one person could be running across the map with 50% of the maps total mobs trailing them. If you want to fight a tougher mob, circle kite, don’t just keep backing up and backing up in a relatively straight line.

AR

Reasoning behind monster reset mechanic?

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Posted by: Runiir.6425

Runiir.6425

This is to prevent people from kiting any mob they can’t handle to a town to have 10-20 guards helping them. Or to prevent people from kiting champions across the map to have it kill lower people or to simply get npc patrols to help out.

Basically, keep within 1500-2000 meters of the original point you pull the champ. Sometimes the range is as short as 1200.

Reasoning behind monster reset mechanic?

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Posted by: Doomguard.5094

Doomguard.5094

Older mmos that didn’t have this mechanic had players kite or lead world boss monsters into towns to troll others and have them kill everyone, this mechanic was added to prevent such things and to prevent complications that might happen when monsters came to places they weren’t expected to be at. Yes it’s true that such things cannot happen in GW2 due to every map being separated by instances and loading screens, but without such a mechanic players would still be able to pull every single enemy on the map and kite everyone in a single corner, essentially leaving the map empty.

Reasoning behind monster reset mechanic?

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Posted by: Ash Flamerazor.8243

Ash Flamerazor.8243

It was annoying at the start of the game and I was complaining about it all the time, but you kind of get used to it, it wasn’t such a problem in GW1 for some reason, in fact you needed to be able to break aggro to be able to survive sometimes.

Reasoning behind monster reset mechanic?

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Posted by: Ronik.5249

Ronik.5249

After reading these posts, I can understand the reasoning for it. However, it was poorly implemented. I agree with the OP that it’s exceedingly frustrating and cheap for the enemy to be able to just turn around and become nigh-invincible, especially when there’s no warning or indicator. It makes sense for the enemy not to want to follow you everywhere, — just as a real animal would only chase you off/defend its territory — but it completely breaks immersion when suddenly an enemy you were just having an epic battle with turns around and insta-heals. That “real animal” suddenly became just another bit of code.

Why don’t they change it so that the enemy simply won’t leave a certain boundary? Well, you’d say people could just exploit that, by going out of its attack range. They could tackle this many ways: make the enemy begin backing away/fleeing once you reach that point, but without the massive regen; have the enemy become invulnerable once it’s at that range; etc.

(edited by Ronik.5249)